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<blockquote data-quote="Ridley's Cohort" data-source="post: 1174477" data-attributes="member: 545"><p>Not a very good example. Change that to "Traps Cleric and Fighter behind WoF" and the combat will proceed rather differently.</p><p></p><p>It is true that walls generally work better when you have allies/minions involved in the combat. Where are the Evil Bad Guy's mooks?</p><p></p><p></p><p></p><p>I agree the damage is not necessarily a big deal. But it is rather intimidating to take damage crossing a wall <em>that you may have to retreat through</em>.</p><p></p><p>What is more important than damage is getting the opposing spellcasters/archers to move away from their well-chosen range and LoS arcs. I want them to scoot forward where my allies can reach them.</p><p></p><p>When I use Walls it is not because they are particularly effective as a standalone tactic. I use them to give my buddies a tactical edge for a round or two. In larger parties it is a big force multiplier.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 1174477, member: 545"] Not a very good example. Change that to "Traps Cleric and Fighter behind WoF" and the combat will proceed rather differently. It is true that walls generally work better when you have allies/minions involved in the combat. Where are the Evil Bad Guy's mooks? I agree the damage is not necessarily a big deal. But it is rather intimidating to take damage crossing a wall [i]that you may have to retreat through[/i]. What is more important than damage is getting the opposing spellcasters/archers to move away from their well-chosen range and LoS arcs. I want them to scoot forward where my allies can reach them. When I use Walls it is not because they are particularly effective as a standalone tactic. I use them to give my buddies a tactical edge for a round or two. In larger parties it is a big force multiplier. [/QUOTE]
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