Before the conversation goes much further: could the people saying "our group doesn't find 4e grindy" please put an actual time figure on how long it's taking you to clear level-appropriate fights? The baseline we're working with here is "hour-long combats on trash, two-plus-hour combats on solos/big fights, are too much". So is "not grindy" like half-an-hour, or is it still an hour and just a matter of word choice/differing tastes?
If you don´t use at-wills then you can as well ditch them entirely...Problem is that 'grindy' isn't necessarily related to time taken, but more to perception of the combat, as others have already mentioned. Half an hour could be grindy if the party miss with all their encounters and dailies and have to wear the solo down with at-wills, even if they get through it quickly
Cheers
All of those things you describe are good things for a DM to do to keep players interested in the game, but I don't see how they have anything to do with the "grind" of a combat encounter, which is what this thread is about.
I'm not sure this is true, primarily because I'm not sure there is a "basic grind problem". Just from this thread, it seems that for many DMs grind is, at worst, an occasional problem based on individual circumstances (missing players, bad dice rolls, party composition) or individual player characteristics (inexperienced, unfocused, unfamiliar with the other PCs/players, etc.). Any mechanical "fix" that gets rid of the perceived problem for some people's groups is likely to impose new problems on my group (where grind isn't really an issue and changes aren't needed or wanted).The basic grind problem needs to be addressed at the core rule level to benefit the greatest number of people.
I'm not sure this is true, primarily because I'm not sure there is a "basic grind problem". Just from this thread, it seems that for many DMs grind is, at worst, an occasional problem based on individual circumstances (missing players, bad dice rolls, party composition) or individual player characteristics (inexperienced, unfocused, unfamiliar with the other PCs/players, etc.). Any mechanical "fix" that gets rid of the perceived problem for some people's groups is likely to impose new problems on my group (where grind isn't really an issue and changes aren't needed or wanted).
Thoughts?
I think there are so many causes (many of which are non-mechanical) that any mechanical fix that addresses them all is likely to cause as many problems as it solves. If a group experiences grind because the players choose to design a party that is Defender and Leader heavy, any fix that helps them is going to screw with groups where the players design parties that are Striker heavy. It's also unlikely to help groups who experience grind because the DM is having a problem with encounter design.I think there are enough root causes in the basic mechanics to make any of these circumstances lead to increased grind and if more than one of these factors is at work the problem gets worse.
It's a neat idea that may be good for other reasons, but I'm not sure it really addresses grind. If the definition of grind is a combat that drags on after the resolution is no longer in question and the PCs have no significant choices to make, then a simpler combat system might (note might, not will) just take every combat and turn it into a grind by further reducing the number of significant choices to be made from the outset. I have also not found that the complex tactical considerations of 4e combat take up a ton of real world time. There are interesting choices to be made, but synergizing interesting tactical options doesn't necessarily take more real world time than every player making a basic attack over and over again. For example, in the other grind thread, I pointed out that my grindy combats take about the same amount of time as some of my most interesting combats (and in some cases, the grinds take less time). The issue isn't real world time per se, it's how much real world time is wasted finishing a fight that has lost any sense of excitement.One idea I thought about would be to organize the combat rules into two tiers similar to the GURPS system. Basic combat could be bare bones resolution with fewer options, gridless and designed for speed. Advanced combat could be more involved, detailed and focused on wider tactical options.
This is an advantage of simplified rules. However, if the goal is to play a tactically complex game, the newbies are going to have to learn the tactics eventually. If the learning process is a problem, including two options is just postponing the inevitable. Personally, I haven't found that the learning curve for 4e is particularly steep for people who are interested in tactical complexity. For those who aren't interested in learning, they would probably benefit greatly from an alternate, optional, basic combat system (or just playing a different game).Another advantage would be that basic combat, being less involved, would be easier for newbies to get into. Thoughts?
These are great chunks of advice.If the fight is lost monster retreat or surrender... I don't always play all creatures to their maximum defensive tactical capabilty in so far as avoidng opportunity attacks and marking penalties unless i consider them hihlt trained or organised creatures. My brutes with massive amounts of hp are quite prepared to wade through 3 opportunity attacks to charge the sorcerer if there is a decent reason why. Actually, achieving cAdv is often reason enough. This way they tend to hit more accurately, harder, and where it hurts but they get hit a lot more and so go down faster themselves. This also gives players lots of stuff to do when its not their turn, keeping their attention on the game.
Some of the most memorable combats had a concrete goal to achieve success other than kill everything that moves. Once that point was achieved, combat ended.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.