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<blockquote data-quote="Gortle" data-source="post: 5631805" data-attributes="member: 88663"><p>A lot of that terrain is nice fluff but is really not that important in actually play. For example a group of monsters standing in a circle that gives out +2 to hit is a poor tactic against most parties. Apart from cliff and wallls terrain is rarely stronger than that.</p><p></p><p>Even fighters have plently of ways of moving the monsters around if it is important. Footwork Lure/Come and Get It. It is just not strong enough effect for a controller to gently encourage movement with an optional out and modest damage.</p><p></p><p></p><p></p><p>Some of the zones do do damage on entering, but Flaming Sphere doesn't. Changing it to end of turn does negate this tactic.</p></blockquote><p></p>
[QUOTE="Gortle, post: 5631805, member: 88663"] A lot of that terrain is nice fluff but is really not that important in actually play. For example a group of monsters standing in a circle that gives out +2 to hit is a poor tactic against most parties. Apart from cliff and wallls terrain is rarely stronger than that. Even fighters have plently of ways of moving the monsters around if it is important. Footwork Lure/Come and Get It. It is just not strong enough effect for a controller to gently encourage movement with an optional out and modest damage. Some of the zones do do damage on entering, but Flaming Sphere doesn't. Changing it to end of turn does negate this tactic. [/QUOTE]
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