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Why is 4E so grindy?
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<blockquote data-quote="Badwe" data-source="post: 5115683" data-attributes="member: 61762"><p>I honestly have to say that my group doesn't experience much grind. Generally they can polish off the encounters in H2 within 4-5 rounds, typically just as their level 4-6 characters are running out of encounter powers. In a 6 hour session we'll usually do 2-3 combats, though it could be 4 except that i insist on playing up RP moments and trying to sow doubt in the players as they explore (aka "things that add time to the session").</p><p></p><p>We have between 4 and 6 players show up on a given session. with one notable exception (the green dragon in the 3rd dungeon) i have only ever modded encounters by changing the number of monsters encountered rather than the type or level to fix the challenge and match with the number of PCs. sometimes i don't even have to do this, simply modifying tactics is enough to engage the players.</p><p></p><p>Out of those 6, we have some players focused on damage and some not-so-focused on it. One of our strikers is a major min-maxer Rogue|Ranger hybrid, another is a less damage oriented warlock who focuses on stealth and attacking from hiding. We have two damage focused leaders (a tac warlord and an artificer wielding a greatbow), and a defender focused on damage (assault swordmage), but our wizard is summons focused. Also, the damage oriented artificer, while he does play aggressively, is playing his first 4e game and so he doesn't always make super-optimal-correct choices based on damage per round.</p><p></p><p>Honestly, our bigger problem is people making sure they're ready to take their turn and take it quickly despite the table chatter, and that's been a problem for as long as i've played D&D.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5115683, member: 61762"] I honestly have to say that my group doesn't experience much grind. Generally they can polish off the encounters in H2 within 4-5 rounds, typically just as their level 4-6 characters are running out of encounter powers. In a 6 hour session we'll usually do 2-3 combats, though it could be 4 except that i insist on playing up RP moments and trying to sow doubt in the players as they explore (aka "things that add time to the session"). We have between 4 and 6 players show up on a given session. with one notable exception (the green dragon in the 3rd dungeon) i have only ever modded encounters by changing the number of monsters encountered rather than the type or level to fix the challenge and match with the number of PCs. sometimes i don't even have to do this, simply modifying tactics is enough to engage the players. Out of those 6, we have some players focused on damage and some not-so-focused on it. One of our strikers is a major min-maxer Rogue|Ranger hybrid, another is a less damage oriented warlock who focuses on stealth and attacking from hiding. We have two damage focused leaders (a tac warlord and an artificer wielding a greatbow), and a defender focused on damage (assault swordmage), but our wizard is summons focused. Also, the damage oriented artificer, while he does play aggressively, is playing his first 4e game and so he doesn't always make super-optimal-correct choices based on damage per round. Honestly, our bigger problem is people making sure they're ready to take their turn and take it quickly despite the table chatter, and that's been a problem for as long as i've played D&D. [/QUOTE]
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Why is 4E so grindy?
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