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<blockquote data-quote="WalterKovacs" data-source="post: 4588401" data-attributes="member: 63763"><p>(a) It's higher level than the walls and webs used as examples. At that level there are powers like cloudkill, disintegrate, Evard's Black Tentacles, etc. The wizard is thus sustaining a power that is primarily cutting things off, the secondary effects are much less powerful that comparable sustainable attack powers (you have on orb that has an area that is like the web spell, you have the bone pit which has to roll to hit to do something comparable to cloudkill's auto-damage, the ice area is comparable to utility zones.</p><p> </p><p>(b) There is a way to "get past it at a cost". That cost is preventing the wizard from sustaining it. Stun the wizard or render the wizard unconcious and voila, it's gone. The wizard is in a 5x5 room, it isn't exactly hard to get to him. The wizard has in fact made it easier for you to attack him. He also got within 5 squares of you to unleash this power in the first place.</p><p> </p><p>(c) Terrain you've come to know and expect isn't exactly terrain favorable to you. The PC doesn't get to design the internal area, it "comes with the orb". Now, they could get the exact one they want, and know the best way to use it, but the DM is going to get used to the area as well. With the bone shard area ... there are only a limited number of spaces for the party to be aranged, ditto the web area, to avoid the problematic squares.</p><p> </p><p>Also, you can isolate a solo monster from it's allies ... but you also have a solo monster, many of which have auras and reach and other nasty powers in VERY close proximity to the entire party. You've trapped the party as much as you've trapped the monsters. Sure, you can decide not to sustain the power but that doesn't go until the end of your turn, and even then, you end up approximately he same distance from each other upon your return.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4588401, member: 63763"] (a) It's higher level than the walls and webs used as examples. At that level there are powers like cloudkill, disintegrate, Evard's Black Tentacles, etc. The wizard is thus sustaining a power that is primarily cutting things off, the secondary effects are much less powerful that comparable sustainable attack powers (you have on orb that has an area that is like the web spell, you have the bone pit which has to roll to hit to do something comparable to cloudkill's auto-damage, the ice area is comparable to utility zones. (b) There is a way to "get past it at a cost". That cost is preventing the wizard from sustaining it. Stun the wizard or render the wizard unconcious and voila, it's gone. The wizard is in a 5x5 room, it isn't exactly hard to get to him. The wizard has in fact made it easier for you to attack him. He also got within 5 squares of you to unleash this power in the first place. (c) Terrain you've come to know and expect isn't exactly terrain favorable to you. The PC doesn't get to design the internal area, it "comes with the orb". Now, they could get the exact one they want, and know the best way to use it, but the DM is going to get used to the area as well. With the bone shard area ... there are only a limited number of spaces for the party to be aranged, ditto the web area, to avoid the problematic squares. Also, you can isolate a solo monster from it's allies ... but you also have a solo monster, many of which have auras and reach and other nasty powers in VERY close proximity to the entire party. You've trapped the party as much as you've trapped the monsters. Sure, you can decide not to sustain the power but that doesn't go until the end of your turn, and even then, you end up approximately he same distance from each other upon your return. [/QUOTE]
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