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Why isn't WotC acknowledging Grind issue?
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<blockquote data-quote="keterys" data-source="post: 5118786" data-attributes="member: 43019"><p>A typical LFR adventure is an introduction with roleplaying, three combats, and two skill challenges.</p><p></p><p>I have... characters of level 15, 12, 10, 7, 5, 3, and 2. So that's over 100 LFR modules altogether, say.</p><p></p><p>I haven't run into very many problems with grind in LFR. The two major exceptions I can think of both involved two solos in the same module. I _have_ run into a few players who are very, very slow, individually. I have since chosen to avoid those players when possible. </p><p></p><p>The time to complete modules has generally increased as they got higher level - it was actually very normal to complete modules in 3 hours at low level sometime, but paragon modules almost invariably take a full 4 hour slot.</p><p></p><p>There are times that we've done slightly beefier modules (Specials) that add an extra combat and increase all the combats by 1 level, and even those have run safely in the time slot. For example, I've both run and played a level 7-10 special that started between 6:15 and 6:30 and finished before 10pm in time for me to catch my bus.</p><p></p><p>Some of that is also build-related. Last night we had less people than usual, and were playing a level 14 module with a daggermaster rogue (normal hit 1d4+3d8+15 or so, crits for 50-60), 14 swordmage (burst 2s for 1d6+15), a 13 cleric (not a lot of damage - more status effects and heals), and my 11 fighter (normal hit 1d10+22)... but we were killing stuff at a very good pace. Three paragon fights, two skill challenges (complexity 4 and 2 I think), and a lot of roleplaying, in just under four hours. Only four players though, which helps. But, still, I think if we'd had a less damage oriented party it would have been a lot slower.</p><p></p><p>Outside of LFR, I have </p><p>* a level 17 group I'm playing in that is not all that damage oriented that tends to do 4 fights, 1 skill challenge, and a moderate serving of RP per 6 hour session.</p><p>* a level 16 group I'm playing in that is slightly more damage oriented, but has a really, really slow DM - but it's okay cause we just chat while he stares at the map trying to figure ou what to do - that tends to do 2-3 fights per 4 hour session. </p><p>* a level 14 group I'm DMing in that is slightly damage oriented and has that really slow DM as a player with a complex character... it's very normal for most of the table to be chatting away about normal stuff, then suddenly go 'Nothing's happening - whose turn is it? Oh, right, it must be his' - that's more like 2 fights per 3-4 hour session. I _can_ actually amp that up to 4 fights per 4 hour session if I pressure them to succeed, and I do often do a -25% hp, +1/2 level damage thing in that game to keep things slightly more exciting while we wait.</p><p>* a level 5 group I DM online that clearcuts through 4 combats, 2 skill challenges, and a bucket of RP per 4 hour or so block. Occasionally we have like a 1 skill challenge all RP night, but they can seriously move things along and I do not forecast grind problems for them at any level.</p><p>* a level 4 group I DM that goes through encounters just fine, but has 1 person who often suffers paralysis of options, so I expect them to run into issues at paragon if that person doesn't adapt.</p><p></p><p>In general, the LFR crews are the ones who actually seem to play the fastest, since they're used to working on a clock and having play objectives. Both of my fast non-LFR games are with folks who also play LFR. My slow ones are all with those who don't. It might also be that those who are most interested in learning the game and playing a lot are those who play LFR. Hadn't really looked at it like that before.</p><p></p><p>That said, in every case where I see slowness, the biggest factor is one person at the table (same person in 2 games, different person in another). In one game, I do blame the (WotC) encounters on tending to have a lot of high defense creatures relative to our level and us being, as a party, a little AC-focused in that particular group.</p></blockquote><p></p>
[QUOTE="keterys, post: 5118786, member: 43019"] A typical LFR adventure is an introduction with roleplaying, three combats, and two skill challenges. I have... characters of level 15, 12, 10, 7, 5, 3, and 2. So that's over 100 LFR modules altogether, say. I haven't run into very many problems with grind in LFR. The two major exceptions I can think of both involved two solos in the same module. I _have_ run into a few players who are very, very slow, individually. I have since chosen to avoid those players when possible. The time to complete modules has generally increased as they got higher level - it was actually very normal to complete modules in 3 hours at low level sometime, but paragon modules almost invariably take a full 4 hour slot. There are times that we've done slightly beefier modules (Specials) that add an extra combat and increase all the combats by 1 level, and even those have run safely in the time slot. For example, I've both run and played a level 7-10 special that started between 6:15 and 6:30 and finished before 10pm in time for me to catch my bus. Some of that is also build-related. Last night we had less people than usual, and were playing a level 14 module with a daggermaster rogue (normal hit 1d4+3d8+15 or so, crits for 50-60), 14 swordmage (burst 2s for 1d6+15), a 13 cleric (not a lot of damage - more status effects and heals), and my 11 fighter (normal hit 1d10+22)... but we were killing stuff at a very good pace. Three paragon fights, two skill challenges (complexity 4 and 2 I think), and a lot of roleplaying, in just under four hours. Only four players though, which helps. But, still, I think if we'd had a less damage oriented party it would have been a lot slower. Outside of LFR, I have * a level 17 group I'm playing in that is not all that damage oriented that tends to do 4 fights, 1 skill challenge, and a moderate serving of RP per 6 hour session. * a level 16 group I'm playing in that is slightly more damage oriented, but has a really, really slow DM - but it's okay cause we just chat while he stares at the map trying to figure ou what to do - that tends to do 2-3 fights per 4 hour session. * a level 14 group I'm DMing in that is slightly damage oriented and has that really slow DM as a player with a complex character... it's very normal for most of the table to be chatting away about normal stuff, then suddenly go 'Nothing's happening - whose turn is it? Oh, right, it must be his' - that's more like 2 fights per 3-4 hour session. I _can_ actually amp that up to 4 fights per 4 hour session if I pressure them to succeed, and I do often do a -25% hp, +1/2 level damage thing in that game to keep things slightly more exciting while we wait. * a level 5 group I DM online that clearcuts through 4 combats, 2 skill challenges, and a bucket of RP per 4 hour or so block. Occasionally we have like a 1 skill challenge all RP night, but they can seriously move things along and I do not forecast grind problems for them at any level. * a level 4 group I DM that goes through encounters just fine, but has 1 person who often suffers paralysis of options, so I expect them to run into issues at paragon if that person doesn't adapt. In general, the LFR crews are the ones who actually seem to play the fastest, since they're used to working on a clock and having play objectives. Both of my fast non-LFR games are with folks who also play LFR. My slow ones are all with those who don't. It might also be that those who are most interested in learning the game and playing a lot are those who play LFR. Hadn't really looked at it like that before. That said, in every case where I see slowness, the biggest factor is one person at the table (same person in 2 games, different person in another). In one game, I do blame the (WotC) encounters on tending to have a lot of high defense creatures relative to our level and us being, as a party, a little AC-focused in that particular group. [/QUOTE]
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