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Dragon #347
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<blockquote data-quote="demiurge1138" data-source="post: 2999314" data-attributes="member: 7451"><p>...yes, otherwise they'd be killed off pretty quickly by, you know, pit fiends and the like. The baseline D&D system assumes that normal non-unique outsiders go from CRs 1-20 (and, in the case of celestials, even higher), so unique individuals, especially those with wide power bases and cults based around their worship, ala the Princes of Elemental Evil, need to be somewhere above that so they make sense in the cosmology as a whole.</p><p></p><p>That is not to say you're up a proverbial creek, however. The Miniatures Handbook introduced the concept of "Aspects", used to good effect in Red Hand of Doom and the web enhancement of Fiendish Codex I, basically a sliver of power invested by a unique outsider in order to manifest on the Prime Material plane to directly influence events and kick ass. Having stats for a CR 22 Imix or whatever should be handy in reverse engineering yourself, say, a CR 12 aspect that would make for a good RttToEE mini-boss. And the Fiendish Codex's web supplement is available for free on the Wizards website and explains the whole aspect thing and goes into some detail on their designs, which is awfully nice of them. </p><p></p><p>You also have, probably unwittingly, invoked perhaps the greatest danger possible in a thread on creatures. The topic of relative power levels of unique outsiders. You consider mid-20s to be unreasonably high, but there are some, perhaps even many, who consider this number too low, and an affront to their personal sensibilities! This arguement has consumed many a thread, and it would probably be best to leave it at this.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2999314, member: 7451"] ...yes, otherwise they'd be killed off pretty quickly by, you know, pit fiends and the like. The baseline D&D system assumes that normal non-unique outsiders go from CRs 1-20 (and, in the case of celestials, even higher), so unique individuals, especially those with wide power bases and cults based around their worship, ala the Princes of Elemental Evil, need to be somewhere above that so they make sense in the cosmology as a whole. That is not to say you're up a proverbial creek, however. The Miniatures Handbook introduced the concept of "Aspects", used to good effect in Red Hand of Doom and the web enhancement of Fiendish Codex I, basically a sliver of power invested by a unique outsider in order to manifest on the Prime Material plane to directly influence events and kick ass. Having stats for a CR 22 Imix or whatever should be handy in reverse engineering yourself, say, a CR 12 aspect that would make for a good RttToEE mini-boss. And the Fiendish Codex's web supplement is available for free on the Wizards website and explains the whole aspect thing and goes into some detail on their designs, which is awfully nice of them. You also have, probably unwittingly, invoked perhaps the greatest danger possible in a thread on creatures. The topic of relative power levels of unique outsiders. You consider mid-20s to be unreasonably high, but there are some, perhaps even many, who consider this number too low, and an affront to their personal sensibilities! This arguement has consumed many a thread, and it would probably be best to leave it at this. Demiurge out. [/QUOTE]
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