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Why is 4E so grindy?
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<blockquote data-quote="jbear" data-source="post: 5114737" data-attributes="member: 75065"><p>The fights that we've had that one might consider them 'grindy' are by far the exception to the rule.</p><p> </p><p>Saying that there are 7 players in my group so combats aren't fast. But they are highly entertaining and my players enjoy the tactical nature of them.</p><p> </p><p>Some elements I have added to the game may contribute to this:</p><p>I give pc +7 points to distribute at character creation, so characters are more powerful than usual, and as such more accurate.</p><p> </p><p>At 4th level as a reward for one of the quests they completed they recieved Expertise Feat as a boon. All the pcs are highly accurate.</p><p> </p><p>During they course of the adventure certain events in game have given them other minor powers. </p><p> </p><p>As far as magic items, they have each received a special magic item from a major quest with slightly superior powers (Encounter powers replacing daily powers). I don't apply the milestone rule to magic item use. Also I've worked with each of the pcs to create a magic item that they carry with them from their past with a power (providing me with lots of plot hooks and inspiration for adventures) that began to awake at level 5. </p><p>So they always have loads of options.</p><p> </p><p>Once per encounter they can play their 'Do something that rocks' card and augment one of the existing powers in a way that is fun and cool. </p><p> </p><p>Even thay they all have some pretty neat at wills... to say the least combat is never boring.</p><p> </p><p>I try and keep terrain very interesting and relevant. 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.</p><p> </p><p>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.</p><p> </p><p>I guess each person finds their own solutions to play the game they want to play. I've never limited my adventures to strictly adhering to the rule set. I love that my players characters are powerful, strange and caught btween the fine lines of what is right and wrong in their quests for power and fame. And so I prefer to bend the game to suit that. I think 4e is a marvellous base to do that from.</p></blockquote><p></p>
[QUOTE="jbear, post: 5114737, member: 75065"] The fights that we've had that one might consider them 'grindy' are by far the exception to the rule. Saying that there are 7 players in my group so combats aren't fast. But they are highly entertaining and my players enjoy the tactical nature of them. Some elements I have added to the game may contribute to this: I give pc +7 points to distribute at character creation, so characters are more powerful than usual, and as such more accurate. At 4th level as a reward for one of the quests they completed they recieved Expertise Feat as a boon. All the pcs are highly accurate. During they course of the adventure certain events in game have given them other minor powers. As far as magic items, they have each received a special magic item from a major quest with slightly superior powers (Encounter powers replacing daily powers). I don't apply the milestone rule to magic item use. Also I've worked with each of the pcs to create a magic item that they carry with them from their past with a power (providing me with lots of plot hooks and inspiration for adventures) that began to awake at level 5. So they always have loads of options. Once per encounter they can play their 'Do something that rocks' card and augment one of the existing powers in a way that is fun and cool. Even thay they all have some pretty neat at wills... to say the least combat is never boring. I try and keep terrain very interesting and relevant. 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. I guess each person finds their own solutions to play the game they want to play. I've never limited my adventures to strictly adhering to the rule set. I love that my players characters are powerful, strange and caught btween the fine lines of what is right and wrong in their quests for power and fame. And so I prefer to bend the game to suit that. I think 4e is a marvellous base to do that from. [/QUOTE]
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