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DM's perspective: How to deal with the flaming sphere
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<blockquote data-quote="WalterKovacs" data-source="post: 4588898" data-attributes="member: 63763"><p>Stunning works, as does unconciousness, dazing at least forces the wizard to do nothing but sustain the effect, which may make it much harder for him to do other things that might be important (move, if he's in a bad spot, or take his second wind, etc).</p><p> </p><p>Also, depending on the terrain feature, it will often require more a move action to get it into position, so if you daze the wizard and move away, it can't get to you until the wizard is no longer dazed. Also, depending on the wizards ability to move the zone/conjuration/etc, you may be able to get away from it although it may involve taking a double move and giving up the attack for that turn.</p><p> </p><p>Ultimately though, unless the wizard is doing considerably more with the flaming sphere than the other PCs are doing with their daily powers, it may make the wizard player feel a bit cheated if you are trying to make his daily as ineffective as possible, while doing very little to make say ... the warlord's Lead the Attack [or even how to "beat" the Wizard's sleep].</p><p> </p><p>Now, giving the monsters a good strategy against zones and such is fine, as long as you aren't actually looking for a way to make your wizard player stop preparing those powers altogether and swapping them out when they level as they find them no longer worth using.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4588898, member: 63763"] Stunning works, as does unconciousness, dazing at least forces the wizard to do nothing but sustain the effect, which may make it much harder for him to do other things that might be important (move, if he's in a bad spot, or take his second wind, etc). Also, depending on the terrain feature, it will often require more a move action to get it into position, so if you daze the wizard and move away, it can't get to you until the wizard is no longer dazed. Also, depending on the wizards ability to move the zone/conjuration/etc, you may be able to get away from it although it may involve taking a double move and giving up the attack for that turn. Ultimately though, unless the wizard is doing considerably more with the flaming sphere than the other PCs are doing with their daily powers, it may make the wizard player feel a bit cheated if you are trying to make his daily as ineffective as possible, while doing very little to make say ... the warlord's Lead the Attack [or even how to "beat" the Wizard's sleep]. Now, giving the monsters a good strategy against zones and such is fine, as long as you aren't actually looking for a way to make your wizard player stop preparing those powers altogether and swapping them out when they level as they find them no longer worth using. [/QUOTE]
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