Gargazon said:round to square B6
You sunk my half-orc!
Gargazon said:round to square B6
They still are, but the explicit design goal of 4th edition was also to make the monsters all a little bit more unique and different than their other counterparts, which is why demons will become single-combat monsters with tons of damages and powerful effects, whereas devils are fierce and regimented teamplayers. The demons are Leatherface from Texas Chainsaw Massacre, whereas the devils are American Football player... who want to turn your head into a football.Shazman said:I've got to agree with you. Whatever happened to devils being impressive physical combatants?
What at-will ability is there for a first level fighter that makes him do more damage than a 22nd level monster? The Malebranche will use his Trident Power whenever it recharges, and it does a heck of a damage. Combine it with the ability to grant his allies the ability to immediately attack the prone enemy, to enhance their accuracy and surround the victim in a blink, and there is going to be one heck of a damage output per round.If a first level fighter can do more damage than a 22nd level monster, something is very wrong here.
One fact is that D&D can and has always been played like fantasy chess or a miniature game by some people from the beginning, which is no wonder, since it started as a wargame. The "flavor" of the game never changed at all between the editions. It's still a bunch of heroes kicking the doors and then kicking some monsters in their faces. Doesn't matter if you use battlemats and minis (or M&Ms, rubber figures and cheetos), or only your imagination. D&D whatever-edition always worked for both styles of play, and never condemned either.Plus, all the shifting around seems much more like playing fantasy chess or a miniatures game, not D&D. You call it tactically interesting. I call it excessively gamist. It totally ruins the flavor of the game for me.
Voss said:Nope. She's making the charming kiss last. So the only things being sustained are 'can't attack' and 'take the hit if adjacent', because thats what the power does.
Keeping them nearby over the course of days is where the diplomacy and bluff checks come in.
Also keep in mind that she doesn't need to use her natural form at any point for any of this. A 'helpless maiden/boy' can go a long way toward keeping the victim... close.
Gargazon said:I always wonder what people with this problem would suggest as alternatives when they complain about this. I don't mind all this tactical movement as it certainly has more flavour than 98% of 3.5's monsters whose tactics in a round were 'stand, shoot and get hit'. I'd like to see the mechanics you suggest for representing a well-ordered legion of immortal monsters.
Also, as far as flavour goes, that's up to the DM. You could say 'the War Devil slides the Wizard round to square B6 and uses Fiendish Tactics so the two Legion Devils can attack you' or you could say 'The War Devil catches you between the prongs of his massive trident and, with a roar, throws you over his head, and onto the ground between the two legion devils behind him. He turns and barks a command, and both the Legion Devils, fearing the Malebranche's wrath, they quickly stab at you'. Yes, the power descriptions are a bit vanilla, but there's nothing to stop the DM adding to that.
Hmm. Interesting idea - using this power on your ally...Green Knight said:That does sound odd to me. There must be more to it, as it makes no sense to maintain it when that's the effect. Succubus flies in, kisses some poor schmoe, and then...? He won't kill her, but he can step back five feet, call for the guards, and have them kill her. Or call the other PC's to kill her while he hides in a hole. Or who knows what else. There must be more to it. Both Charming Kiss and Dominate have the Charm keyword. So it may be that all Charms have some sort of base effect. Well, we'll see. But at the moment, Charming Kiss looks to be more like something the Succubus would use on an ally, and not an enemy.
Green Knight said:That does sound odd to me. There must be more to it, as it makes no sense to maintain it when that's the effect. Succubus flies in, kisses some poor schmoe, and then...? He won't kill her, but he can step back five feet, call for the guards, and have them kill her. Or call the other PC's to kill her while he hides in a hole. Or who knows what else. There must be more to it. Both Charming Kiss and Dominate have the Charm keyword. So it may be that all Charms have some sort of base effect. Well, we'll see. But at the moment, Charming Kiss looks to be more like something the Succubus would use on an ally, and not an enemy.
Mustrum_Ridcully said:Otherwise, we only know what's explicitly listed in the stat block. I see it as a possibility that the Charm keyword itself tells us more about the power, and what we see in the write-up is only the exceptional extra, but so far, there is no real evidence for it.
(I'd point out that the description of Dominate doesn't seem to tell us how domination works, only the fluff/tactics write-up implies that you can at least use Dominate to get someone move to you...)
mmu1 said:Not really. It's trivial either way.
So should I ignore the fact that you're quoting that out of context so you can post a snarky one-line reply?
Just because you don't need something all of the time, it doesn't mean that it's not worth having.
The 4E design team is pre-ignoring the rules already, for my own good, so I figure I should be safe.
Steely Dan said:Do you mean Cania, and if so, why?
AllisterH said:Proper Succubus Tactic:
Succubus dominates PC, PC uses DAILY against party, Dominate ends
Formerly Dominated PC can now either move out of range or attack the succubus.
Succubus dominates PC again and uses encounter power against party.