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Anyone else not feel "the grind"
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<blockquote data-quote="Keenath" data-source="post: 4749061" data-attributes="member: 59792"><p>I don't know about that. Typically I see lots of push and pull to set up flanks or move enemies away from the squishies.</p><p></p><p>But that said, there's more to forced movement than the Room of No OSHA Compliance. This may be down to the DM, though. If he puts you in rooms that are always big empty boxes, of course it's boring. Every battle should have sources of cover or concealment and difficult terrain. (And this is "should" in the sense of "ur doin it wrong" if you don't.) Once you have stuff like that, then yeah, pushing people around is usually worthwhile.</p><p></p><p></p><p></p><p>Not at all. Mechanically interesting terrain doesn't mean every room has bottomless pits, swinging scythes, and spear guns! It means every room should have things that get in the way (furniture, trees, rocks, boxes...), things that break sight lines (deep shadows, smoke, hanging vines, curtains...), and things that hinder movement (debris, undergrowth, etc).</p><p></p><p>But there's more the DM can do to avoid "empty gymnasium syndrome" (which is where you might as well be fighting on a basketball court), in addition to the above. In a lot of cases you <em>can</em> add physical hazards to the battlefield. Pits or cliffs, water, fire, ice, whatever. This can also include traps, but it doesn't have to be something intentional -- in fact, it's better if the hazards affect enemies as much as allies, thus giving you a good reason to shove your enemies into them. And it's double-awesome if you can include skills that let you avoid the hazard, like athletics checks to leap pits or acrobatics to stay up on ice.</p><p></p><p>Well, yes and no. If you're at 50 percent you're probably not doing it right. I rarely see players with that low an attack bonus (60% is more common, and it's usually even better for attack-focused guys), and mere flanking position is worth an bonus 10% on whatever you had. You can always let another character set you up for an encounter power, too, such as a Lance of Faith to give you +2.</p><p></p><p>That tends to depend on whether the fighter is locking people down or not. It's situational, certainly, but often worthwhile if you're going to be using an encounter power.</p></blockquote><p></p>
[QUOTE="Keenath, post: 4749061, member: 59792"] I don't know about that. Typically I see lots of push and pull to set up flanks or move enemies away from the squishies. But that said, there's more to forced movement than the Room of No OSHA Compliance. This may be down to the DM, though. If he puts you in rooms that are always big empty boxes, of course it's boring. Every battle should have sources of cover or concealment and difficult terrain. (And this is "should" in the sense of "ur doin it wrong" if you don't.) Once you have stuff like that, then yeah, pushing people around is usually worthwhile. Not at all. Mechanically interesting terrain doesn't mean every room has bottomless pits, swinging scythes, and spear guns! It means every room should have things that get in the way (furniture, trees, rocks, boxes...), things that break sight lines (deep shadows, smoke, hanging vines, curtains...), and things that hinder movement (debris, undergrowth, etc). But there's more the DM can do to avoid "empty gymnasium syndrome" (which is where you might as well be fighting on a basketball court), in addition to the above. In a lot of cases you [I]can[/I] add physical hazards to the battlefield. Pits or cliffs, water, fire, ice, whatever. This can also include traps, but it doesn't have to be something intentional -- in fact, it's better if the hazards affect enemies as much as allies, thus giving you a good reason to shove your enemies into them. And it's double-awesome if you can include skills that let you avoid the hazard, like athletics checks to leap pits or acrobatics to stay up on ice. Well, yes and no. If you're at 50 percent you're probably not doing it right. I rarely see players with that low an attack bonus (60% is more common, and it's usually even better for attack-focused guys), and mere flanking position is worth an bonus 10% on whatever you had. You can always let another character set you up for an encounter power, too, such as a Lance of Faith to give you +2. That tends to depend on whether the fighter is locking people down or not. It's situational, certainly, but often worthwhile if you're going to be using an encounter power. [/QUOTE]
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