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D&D Older Editions, OSR, & D&D Variants
4e Monster Manual excerpt
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<blockquote data-quote="FlameFrost" data-source="post: 4163562" data-attributes="member: 26666"><p>Seems like devils still have the whole teleport vibe going , but now only on a tactical scale , and no longer as "raspberry" to the Pc's as <em>Teleport without error</em> often was.</p><p></p><p>Now that we have war devil stats , let's see what combat might be like using them with the pit fiends.</p><p></p><p>let's see , as a normal lvl 26 encounter , we have 2 pit fiends , maybe some fodder</p><p></p><p>round 1 : summon 2 war devils and 8 legion devils ,</p><p>point of terror, teleport , and action point for tail and mace + aura on the 2 squishy party members ( assuming the summonned monsters don't get to act on the first turn , otherwise , this gets even nastier )</p><p></p><p>Round 2 : pit fiends teleport out , using their tactical teleport to place the war devils , and 2 minions in the middle of the action ( surrounding squishy party members ) , and point of terror squishies.</p><p></p><p>War devil 1 ( now in melee with squishies ) use trident to drag the squishy further away from party defenders , into the pit fiend aura .</p><p>Teleport to switch places with one of the minions , who will take the hit from the defender, and uses fiendish tactics to give both war devil 2 and a minion an extra attack. War devil 2 repeats this , but instead gives 2 minions an extra action. ( I'm not using the mark as I suppose the +2 from that ability and the +4 from the pit fiend summons don't stack)</p><p></p><p>End result : 2 squishies severely injured , and the defenders surrounded by minions they have to clear before they can tackle te bad boys .</p><p></p><p>Now tell me 4th edition is dumbed down , or that the pit fiend doesn't have enough abilities to keep a fight interesting. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="FlameFrost, post: 4163562, member: 26666"] Seems like devils still have the whole teleport vibe going , but now only on a tactical scale , and no longer as "raspberry" to the Pc's as [I]Teleport without error[/I] often was. Now that we have war devil stats , let's see what combat might be like using them with the pit fiends. let's see , as a normal lvl 26 encounter , we have 2 pit fiends , maybe some fodder round 1 : summon 2 war devils and 8 legion devils , point of terror, teleport , and action point for tail and mace + aura on the 2 squishy party members ( assuming the summonned monsters don't get to act on the first turn , otherwise , this gets even nastier ) Round 2 : pit fiends teleport out , using their tactical teleport to place the war devils , and 2 minions in the middle of the action ( surrounding squishy party members ) , and point of terror squishies. War devil 1 ( now in melee with squishies ) use trident to drag the squishy further away from party defenders , into the pit fiend aura . Teleport to switch places with one of the minions , who will take the hit from the defender, and uses fiendish tactics to give both war devil 2 and a minion an extra attack. War devil 2 repeats this , but instead gives 2 minions an extra action. ( I'm not using the mark as I suppose the +2 from that ability and the +4 from the pit fiend summons don't stack) End result : 2 squishies severely injured , and the defenders surrounded by minions they have to clear before they can tackle te bad boys . Now tell me 4th edition is dumbed down , or that the pit fiend doesn't have enough abilities to keep a fight interesting. :] [/QUOTE]
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