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4E Devils
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<blockquote data-quote="Skyscraper" data-source="post: 4388351" data-attributes="member: 48518"><p>On Contract Violation or Read the Fine Print, i think both names sound good.</p><p></p><p>However, i think that the choices are too radically different.</p><p></p><p>"Attack an ally" may yield a basic, unarmed attack that would deal 1d4 + STR damage. It's that or 3d10+5 psychic damage... no brainer, except for the immersive paladin player.</p><p></p><p>"Hand over a wielded item" depends on the item; it may be inconsequential or very important. But most importantly, stealing stuff from the PCs can really piss off some players. If the devil flees battle with the PC's item... well, i'm not sure i'd want to go there. Not with this type of creature anyway, this isn't an ethereal filcher, this is a soul harvester.</p><p></p><p>"Move adjacent to a creature of the devil's choice" i'm not too hot on for a couple of reasons. At the outset, it should include a movement range limit since the action occurs during the devil's turn. If you don't specify a range but use the creature's speed as the parameter, then the devil cannot know the creature's speed and may order an impossible movement. Also, "move" means that the target may provoke OAs. This can be really bad for the target. The alternative would be to have the devil slide the target a number of squares, but then the ability looses its flavor as it becomes much more similar to other forced movement abilities.</p><p></p><p>My suggestion of 2d8 + 5 was so that the PC would actually have a moral choice to make: will i deal damage which is likely to be 1[W] + bonus to an ally or take what is likely to be a bit more damage (2d8+5) to myself. If the psychic damage is so different from the at-will attack damage (say 3d8 or 4d8 +5 psychic), then most players willl choose the at-will (except, again, the very immersive good paladin players). What i find amusing about the ability that i proposed is that the <em>player </em>will have a moral choice to make. But for that choice to exist, the consequences need to be similar in magnitude.</p><p></p><p>Of course this is your monster so you do what you want <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Just providing my opinion here.</p><p></p><p>For the +2 to attacks, sounds good and indeed it would distinguish from the second wind ability.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 4388351, member: 48518"] On Contract Violation or Read the Fine Print, i think both names sound good. However, i think that the choices are too radically different. "Attack an ally" may yield a basic, unarmed attack that would deal 1d4 + STR damage. It's that or 3d10+5 psychic damage... no brainer, except for the immersive paladin player. "Hand over a wielded item" depends on the item; it may be inconsequential or very important. But most importantly, stealing stuff from the PCs can really piss off some players. If the devil flees battle with the PC's item... well, i'm not sure i'd want to go there. Not with this type of creature anyway, this isn't an ethereal filcher, this is a soul harvester. "Move adjacent to a creature of the devil's choice" i'm not too hot on for a couple of reasons. At the outset, it should include a movement range limit since the action occurs during the devil's turn. If you don't specify a range but use the creature's speed as the parameter, then the devil cannot know the creature's speed and may order an impossible movement. Also, "move" means that the target may provoke OAs. This can be really bad for the target. The alternative would be to have the devil slide the target a number of squares, but then the ability looses its flavor as it becomes much more similar to other forced movement abilities. My suggestion of 2d8 + 5 was so that the PC would actually have a moral choice to make: will i deal damage which is likely to be 1[W] + bonus to an ally or take what is likely to be a bit more damage (2d8+5) to myself. If the psychic damage is so different from the at-will attack damage (say 3d8 or 4d8 +5 psychic), then most players willl choose the at-will (except, again, the very immersive good paladin players). What i find amusing about the ability that i proposed is that the [I]player [/I]will have a moral choice to make. But for that choice to exist, the consequences need to be similar in magnitude. Of course this is your monster so you do what you want :) Just providing my opinion here. For the +2 to attacks, sounds good and indeed it would distinguish from the second wind ability. Sky [/QUOTE]
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