D&D 4E 4e Playtesters revealed!

Wulf Ratbane said:
"All orcs are brutes" and "All gnolls are archers" might do a great job of exerting the flavor and feel of "EveryOrc" and "EveryGnoll" but I am not sure that "unique" is the term I would use to describe a catch-all specialty of an entire race of creatures. Mog the Orc Archer is unique-- and if he's better suited as a gnoll, well...
If I'm not smoking crack, I think you can take the gnoll archer, remove the pack attack feature, add the orc healing attack and faster charges and you have a solid orc archer. He is a unique orc in that he is an archer but he still got the orc schtick going.
 

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med stud said:
If I'm not smoking crack, I think you can take the gnoll archer, remove the pack attack feature, add the orc healing attack and faster charges and you have a solid orc archer. He is a unique orc in that he is an archer but he still got the orc schtick going.

If I'm not smoking the same crack, you can take a demon succubus, remove the demon features, add the devil features, and you have a solid devil subtle manipulator.

Or... Perhaps you are suggesting that WotC was smoking crack when they decided to make the succubus a devil instead of leaving her as a demon and just filing off the serial numbers if you needed to make her fit in a devil encounter.
 

Wulf Ratbane said:
But... Back to the succubus for a second. Your question about the "subtle manipulator" being better suited to devils than to demons is sort of predicated on another change-- that demons are now primal forces of chaos and destruction and no longer particularly interested in the corruption of mortal souls.

..

Then what makes demons distinct from devils?
 


Wulf Ratbane said:
If I'm not smoking the same crack, you can take a demon succubus, remove the demon features, add the devil features, and you have a solid devil subtle manipulator.

Or... Perhaps you are suggesting that WotC was smoking crack when they decided to make the succubus a devil instead of leaving her as a demon and just filing off the serial numbers if you needed to make her fit in a devil encounter.

I think there's still a place for unique creatures that break out of the normal mold. I think its just that your average orc isn't an archer and your average demon isn't a devious manipulator. It's kind of like how my campaign has an morally ambiguous planetar pulling some strings behind the curtains. That's not normal for them, but when using sparingly it makes for an interesting encounter/plot/etc.
 


I'm glad to see some names on the list that I suspected would be there, but had deliberately avoided asking. There's some really good players on that list, and some really analytical players too. Some are even both! :)

--Penn
 

Wulf Ratbane said:
If I'm not smoking the same crack, you can take a demon succubus, remove the demon features, add the devil features, and you have a solid devil subtle manipulator.
I defenitly agree.
Wulf Ratbane said:
Or... Perhaps you are suggesting that WotC was smoking crack when they decided to make the succubus a devil instead of leaving her as a demon and just filing off the serial numbers if you needed to make her fit in a devil encounter.
No, I don't care if the succubus is demon, devil or a member of Team Carebear. I will use it where I want it anyway (if I ever used a succubus).
 

Wulf Ratbane said:
I think that's in direct contradiction to the point you just made for the succubus.

If I am designing an Orc adventure, and I am looking for a good archer, he's over here in the Gnoll column.

"All orcs are brutes" and "All gnolls are archers" might do a great job of exerting the flavor and feel of "EveryOrc" and "EveryGnoll" but I am not sure that "unique" is the term I would use to describe a catch-all specialty of an entire race of creatures. Mog the Orc Archer is unique-- and if he's better suited as a gnoll, well...

It isn't quite that simple. We still want to map all the humanoid types to the different roles, but we'd like to express that flavor in those roles. Here's an example:

Gnoll Controller: This guy throws bolas to bring down the pack's prey. He's good at tripping people with ranged attacks, and he can also throw nets that restrict movement. These tactics work well with the rest of the gnolls who want to crowd around a target. He might also have an encounter power that lets gnolls shift 2 or 3 squares as an immediate action, to help pile on a downed foe.

Orc Artillery: This guy carries a huge crossbow, heavy throwing hammers, or maybe those orc shot puts from Sword & First, a weapon that's inaccurate but delivers a devastating shot, maybe with a push 1 to allow the orcs room for manuever. The captures the brute feel of orcs. He carries a two-handed weapon and, compared to typical artillery monster, is pretty good in melee and has more HP but a lower AC.

The concept is that we want every role to exist within a creature type, but we want to flavor those roles to match that type. The danger of the role system is that it could lead to bland design, with all artillery looking alike, and so on. To push monsters apart, we create "tent pole" mechanics and flavor and then design around that.

With respect to devils and demons, the succubus's MO fits devils better. A similar creature cast as a demon might use more brutal, direct methods to achieve a similar end. For example, a demon that uses illusions to appear beautiful or horrid, depending on its goals. In beauty mode, it can prevent others from attacking it, and use mind control to turn enemies into its puppets. In horrid mode, it creates an aura that drives enemies away and causes them to attack creatures at random.

We have to accept that sometimes people won't like our classifications, but I think they're important for creating a design blueprint going forward. The game is a lot more fun if gnolls, orcs, demons, devils, and goblins all have significant differences, especially since the design structure could facilitate lazy design that lets monsters blur into each other. You could plug in baseline numbers by role and level and the game functions fine, but fine isn't good enough. We want something evocative and flavorful.
 

mearls said:
The game is a lot more fun if gnolls, orcs, demons, devils, and goblins all have significant differences,

And kudos for this. One problem with 3.5 is that, mechanically, a fight against hobgoblins is going to feel a lot like a fight against orcs or gnolls or kobolds. I was very happy when I read the humanoid stats that have been leaked and saw each creature had something to make them unique.
 

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