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Adventurer's Vault 2 Playtest
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<blockquote data-quote="WalterKovacs" data-source="post: 4588452" data-attributes="member: 63763"><p>Of course, the DM knows the player has the orb in the first place. That can mean the type of monsters that don't want to get close ... don't get close. The wizard COULD try to get himself (and the rest of the party) past the lines of defences between them and the BBEG, but that means the wizard is putting himself in a lot of danger, and most of the melee people ... are having to deal with the same problem they would have to deal with otherwise. The "best" use of the orb involves locking down artilery/lurkers without getting many, if any, of the brutes and soldiers locked in with you, but one of the main strategic challenges has always been isolating/trapping those hard to reach guys instead of wasting time on the harder to kill/hit ones. While it can be used to isolate and kill the brute soldiers, effectively only accomplishing the ability to remove the other monsters from the fight temorarily (still useful). However, the unprotected artillery and lurkers may not choose to keep fighting if the meatshields are gone. And if the party is also gone, no one is really preventing their escape.</p><p> </p><p>There are a lot of options for the DM/monsters to employ. If the party doesn't have an artificer, it's a daily power that the DM can plan around. If the party uses it in such a way that the monsters outside the orb think it's better to bugger off and regroup, then the party will reappear to an empty encounter area having beaten a "small" encounter. Or, perhaps, the rest of the fight have brought in some reinforcements, even if they are just minions, they could create enough of a cushion for the artilery and lurkers, etc to not be immediately creamed.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4588452, member: 63763"] Of course, the DM knows the player has the orb in the first place. That can mean the type of monsters that don't want to get close ... don't get close. The wizard COULD try to get himself (and the rest of the party) past the lines of defences between them and the BBEG, but that means the wizard is putting himself in a lot of danger, and most of the melee people ... are having to deal with the same problem they would have to deal with otherwise. The "best" use of the orb involves locking down artilery/lurkers without getting many, if any, of the brutes and soldiers locked in with you, but one of the main strategic challenges has always been isolating/trapping those hard to reach guys instead of wasting time on the harder to kill/hit ones. While it can be used to isolate and kill the brute soldiers, effectively only accomplishing the ability to remove the other monsters from the fight temorarily (still useful). However, the unprotected artillery and lurkers may not choose to keep fighting if the meatshields are gone. And if the party is also gone, no one is really preventing their escape. There are a lot of options for the DM/monsters to employ. If the party doesn't have an artificer, it's a daily power that the DM can plan around. If the party uses it in such a way that the monsters outside the orb think it's better to bugger off and regroup, then the party will reappear to an empty encounter area having beaten a "small" encounter. Or, perhaps, the rest of the fight have brought in some reinforcements, even if they are just minions, they could create enough of a cushion for the artilery and lurkers, etc to not be immediately creamed. [/QUOTE]
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