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Why isn't WotC acknowledging Grind issue?
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<blockquote data-quote="Mercurius" data-source="post: 5120129" data-attributes="member: 59082"><p>I'm reminded of the split-camera therapy scene in <em>Annie Hall </em>where the therapist of Woody Allen and Diane Keaton is asking them the same question separately: "How often do you have sex?" Keaton says "All the time, like three times a week." Allen says "Hardly ever, like three times a week."</p><p></p><p>The point should be clear, but if it isn't I'll spell it out: Different folks enjoy different length combats. While it may not be universal that 4E is inherently grindy (although it seems a bit disingenuous to say that it is not, given the prevalence of threads about it and suggested patches by WotC designers), it certainly is for many people. Some consider an hour-long combat too grindy, some feel it is just right. Some, like myself, feel that it depends upon the encounter, and a range is nice from "quick and deadly" combat encounters of 10 minutes to "grand finales" of a couple hours. </p><p></p><p>But the main issue, in my opinion, is not that 4E is too grindy, but that it wasn't designed flexibly enough to cater to a variety of play styles. No game can possibly please everyone, but this game (and edition) seems a bit too narrow in its focus, at least compared to previous iterations of D&D. Hopefully 5E will address that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>While I do tend to agree with the folks that feel 4E is too grindy, it seems that it has a relatively quick and easy fix: Reduce monster HP by up to 50%, and add monster damage by up to their level. Or it could be reduce HP by 25% and add damage by half level for a middle ground. Or, and imagine this, it could depend upon the encounter and how long the DM wants it to last (remember DM Fiat?).</p><p></p><p>I kind of like the idea of scaled encounters. Let's say the DM designs a session to include three combat encounters. The first encounter is supposed to be quick and get people into the action, so it will follow the -50% HP/+lvl damage alteration. The second encounter is moderate, so it would follow -25%/+ half lvl. The last encounter is the climax of the session, so the HP and damage would remain the same. But the DM can choose quick modification he or she uses, depending upon how important the combat is. Like so:</p><p></p><p>Quick-and-deadly: -50% HP, +level damage.</p><p>Moderate: -25%, + half level damage.</p><p>Climactic: No change.</p><p></p><p>(Maybe someone can think of more appropriate terms).</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5120129, member: 59082"] I'm reminded of the split-camera therapy scene in [I]Annie Hall [/I]where the therapist of Woody Allen and Diane Keaton is asking them the same question separately: "How often do you have sex?" Keaton says "All the time, like three times a week." Allen says "Hardly ever, like three times a week." The point should be clear, but if it isn't I'll spell it out: Different folks enjoy different length combats. While it may not be universal that 4E is inherently grindy (although it seems a bit disingenuous to say that it is not, given the prevalence of threads about it and suggested patches by WotC designers), it certainly is for many people. Some consider an hour-long combat too grindy, some feel it is just right. Some, like myself, feel that it depends upon the encounter, and a range is nice from "quick and deadly" combat encounters of 10 minutes to "grand finales" of a couple hours. But the main issue, in my opinion, is not that 4E is too grindy, but that it wasn't designed flexibly enough to cater to a variety of play styles. No game can possibly please everyone, but this game (and edition) seems a bit too narrow in its focus, at least compared to previous iterations of D&D. Hopefully 5E will address that. :p While I do tend to agree with the folks that feel 4E is too grindy, it seems that it has a relatively quick and easy fix: Reduce monster HP by up to 50%, and add monster damage by up to their level. Or it could be reduce HP by 25% and add damage by half level for a middle ground. Or, and imagine this, it could depend upon the encounter and how long the DM wants it to last (remember DM Fiat?). I kind of like the idea of scaled encounters. Let's say the DM designs a session to include three combat encounters. The first encounter is supposed to be quick and get people into the action, so it will follow the -50% HP/+lvl damage alteration. The second encounter is moderate, so it would follow -25%/+ half lvl. The last encounter is the climax of the session, so the HP and damage would remain the same. But the DM can choose quick modification he or she uses, depending upon how important the combat is. Like so: Quick-and-deadly: -50% HP, +level damage. Moderate: -25%, + half level damage. Climactic: No change. (Maybe someone can think of more appropriate terms). [/QUOTE]
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