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<blockquote data-quote="AbdulAlhazred" data-source="post: 5631786" data-attributes="member: 82106"><p>Most battlefields (and just considering all the various ones I've designed, many 100's certainly) I don't think it is easy to generalize. There are a few types. You will have some which are effectively tunnels, some with a choke point the PCs pass to enter some more open area (entering a room through a door), some with dispersed series of obstacles (like trees in a forest), those with disconnected or semi-disconnected areas linked by choke points or marked off by unfavorable terrain, and some rather uncatagorizable ones.</p><p></p><p>Most decent encounters will at least contain areas favorable to the enemy to occupy (cover, concealment, advantageous zones or terrain) and other areas of the map that act as transit points. Another common situation would be one where the opposition is tactically divided in some fashion and restricting their movement can allow them to be defeated in detail. </p><p></p><p>Many of these situations present an opportunity to use something like FS purely to motivate the enemy to move. Simply restricting the places where they can safely end their move and occupying a square can be enough to cause a turn of delay, on top of getting in some attacks (and getting effectively a minor action MBA-like attack every round isn't shabby in and of itself, lets not forget that). Other zones and walls clearly are better suited to denying larger areas, but Stinking Cloud for example is still perfectly effective there, the enemy will probably go around it and if they dive in they're likely to cross in one round anyway regardless of when the damage happens. </p><p></p><p></p><p></p><p>Possibly. The new FS also makes them want to move apart though. The point is moving is more advantageous with the new FS, and control in the case of FS is all about getting things to want to move. There are of course various other countermeasures, but what makes them more effective before than they are now. Stunning always made the FS go away. </p><p></p><p></p><p></p><p>I'm not seeing that. Sure, you can't yo-yo anymore. The damage from zones was already plenty good without that. You can still push a guy into a zone and he takes damage, it is once per turn on first entry. You just can't get the old slide 3 and double dip anymore. The general tactic is still highly valid.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5631786, member: 82106"] Most battlefields (and just considering all the various ones I've designed, many 100's certainly) I don't think it is easy to generalize. There are a few types. You will have some which are effectively tunnels, some with a choke point the PCs pass to enter some more open area (entering a room through a door), some with dispersed series of obstacles (like trees in a forest), those with disconnected or semi-disconnected areas linked by choke points or marked off by unfavorable terrain, and some rather uncatagorizable ones. Most decent encounters will at least contain areas favorable to the enemy to occupy (cover, concealment, advantageous zones or terrain) and other areas of the map that act as transit points. Another common situation would be one where the opposition is tactically divided in some fashion and restricting their movement can allow them to be defeated in detail. Many of these situations present an opportunity to use something like FS purely to motivate the enemy to move. Simply restricting the places where they can safely end their move and occupying a square can be enough to cause a turn of delay, on top of getting in some attacks (and getting effectively a minor action MBA-like attack every round isn't shabby in and of itself, lets not forget that). Other zones and walls clearly are better suited to denying larger areas, but Stinking Cloud for example is still perfectly effective there, the enemy will probably go around it and if they dive in they're likely to cross in one round anyway regardless of when the damage happens. Possibly. The new FS also makes them want to move apart though. The point is moving is more advantageous with the new FS, and control in the case of FS is all about getting things to want to move. There are of course various other countermeasures, but what makes them more effective before than they are now. Stunning always made the FS go away. I'm not seeing that. Sure, you can't yo-yo anymore. The damage from zones was already plenty good without that. You can still push a guy into a zone and he takes damage, it is once per turn on first entry. You just can't get the old slide 3 and double dip anymore. The general tactic is still highly valid. [/QUOTE]
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