I felt like combat in my 4th edition campaign was feeling very slow. So as an experiment I got two of the 5 players together and we tried some sample combats where everyone had their maximum health Halved (affecting Bloodied/Healing Surge values). I always thought creature HP was grossly inflated, and I had some very interesting results.
1: Tactics were a lot more important. Getting initiative can mean the difference between getting immobilized, shot with a crossbow, and poisoned; and charging the archers and winning in 3 rounds. Defenses mattered too, since you could afford fewer hits. I imagine that in a real game things like flanking, marks, and Controllers will be turning points in the game.
2: Healing was important. Healing surges changed, but bonus healing like from Inspiring Word stayed the same value, making it a judicious resource to be distributed carefully and at critical moments to turn the tide of battle.
3: The players loved it. I usually kill off enemies early if the players are getting bored. With half health, combat resolved fast and they said there was a real feeling of danger. They used most of their dailies and encounters in each fight, but we reasoned that having a full party on your side would give more wiggle room and concentrated fire.
Anyone else have a similar problem? Try using the Half system? Think I'm right or wrong?
2 level 9 PCs. The combats were:
-Bloodspike Behemoth (Level 9) + Troll Brute (MM1) Narrow Win, would have been better if they attacked the behemoth and saved the troll.
-Dire Boar (6), Orc Chieftan(8 elite), Orc Warrior x 5 (9 minion) (MM1) Party lost initiative, got swarmed by minions. One of them got knocked prone by the boar and was quickly chopped to bits. Other gave up.
-Human Dire Beast Hunter (level 9) (MM2). Got caught by nets on first round. If they had won initiative the Warlord could have been in the enemy's face and made the fight easier. Won, though.
At the same time, can a Warlord use inspiring word on an unconscious target? It came up during the playtest.