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Would this solve the "grind" issue?
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<blockquote data-quote="Chzbro" data-source="post: 5168558" data-attributes="member: 83964"><p>I would be hesitant to assume that you'll run into "grind." I humbly propose that it's not as pervasive as these boards might suggest.</p><p></p><p>While I don't doubt that many have run into this problem, I firmly believe that it's more an issue of encounter design than anything inherent in the combat system. I think that you (Hussar) will find that your ideas about having more appropriately leveled opponents to your group (+/- 2 levels) makes for much more exciting--and dangerous--combats than fights with fewer higher leveled opponents.</p><p></p><p>Don't be afraid to throw brutes at your players, even brutes a level or two higher. They are easy to hit, but do enough damage to make things frightening when they land a shot. Personally, I try to keep the soldiers around the same level as the group due to their stout defenses. Minions are fun to use (I use 6 for the xp value of 4), but take a care not to bunch them together to start a fight...because they're a lot less fun when your controller wipes them all out in round 1.</p><p></p><p>But I don't want it to sound as if I'm trying to lecture on proper encounter design. Ultimately I support the advice from many of the other posters, and think that your own ideas show that you're already putting enough thought into encounter building to avoid grind. It's really about putting together a group of creatures that work well together and present tactical choices for your particular party. If there's anywhere that 4e combat doesn't work as well (in my personal opinion) it's when you just toss a few random creatures that fit an xp budget at your group with no real consideration as to how they interact.</p></blockquote><p></p>
[QUOTE="Chzbro, post: 5168558, member: 83964"] I would be hesitant to assume that you'll run into "grind." I humbly propose that it's not as pervasive as these boards might suggest. While I don't doubt that many have run into this problem, I firmly believe that it's more an issue of encounter design than anything inherent in the combat system. I think that you (Hussar) will find that your ideas about having more appropriately leveled opponents to your group (+/- 2 levels) makes for much more exciting--and dangerous--combats than fights with fewer higher leveled opponents. Don't be afraid to throw brutes at your players, even brutes a level or two higher. They are easy to hit, but do enough damage to make things frightening when they land a shot. Personally, I try to keep the soldiers around the same level as the group due to their stout defenses. Minions are fun to use (I use 6 for the xp value of 4), but take a care not to bunch them together to start a fight...because they're a lot less fun when your controller wipes them all out in round 1. But I don't want it to sound as if I'm trying to lecture on proper encounter design. Ultimately I support the advice from many of the other posters, and think that your own ideas show that you're already putting enough thought into encounter building to avoid grind. It's really about putting together a group of creatures that work well together and present tactical choices for your particular party. If there's anywhere that 4e combat doesn't work as well (in my personal opinion) it's when you just toss a few random creatures that fit an xp budget at your group with no real consideration as to how they interact. [/QUOTE]
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Community
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Would this solve the "grind" issue?
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