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4th Edition and the Immortals Handbook
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<blockquote data-quote="Khuxan" data-source="post: 4017876" data-attributes="member: 38801"><p>Because this is a thread to discuss EP's 4th edition products (if any) not their 3rd edition products.</p><p></p><p></p><p></p><p>If the game is obscure, complicated and arcane, it certainly is a fault of the game. We've been playing 3e D&D casually for over six years - if we can't play high-level characters by that time, there's either something seriously wrong with the game or with us.</p><p></p><p></p><p></p><p>Because they inflate the statblock, making it harder to use when running the monster in a fight.</p><p></p><p></p><p></p><p>The 3.5 statblock for the pit fiend is bloated with special abilities. It would underpower the monster to remove them, but it creates a huge pressure on the DM to keep track of everything. </p><p></p><p>A DM has to keep track of:</p><p>Single attack</p><p>Full attack (which can involve up to 16 dice rolls)</p><p>Constrict</p><p>Fear aura</p><p>Improved grab</p><p>DR 15/good and silver</p><p>Fire immunity</p><p>Poison immunity</p><p>Acid resistance 10</p><p>Cold resistance 10</p><p>Regeneration 5</p><p>SR 32</p><p>Bluff</p><p>Intimidate</p><p>Spellcraft</p><p>Tumble</p><p>Cleave</p><p>Great Cleave</p><p>Power Attack</p><p>Quicken Spell-like Ability</p><p>Poison</p><p>Blasphemy</p><p>Create undead</p><p>Fireball</p><p>Greater dispel magic</p><p>Greater teleport</p><p>Invisibility</p><p>Magic circle against good</p><p>Mass hold monster</p><p>Persistent image</p><p>Power word stun</p><p>Unholy aura</p><p>Meteor swarm</p><p>2 bearded devils (or similar)</p><p></p><p>That places a huge onus on the DM to wade through all those options each round and wade through all those resistances/immunities after each attack/spell - especially given the creature's tactic section only uses nine of those options. It's not viable to strike out unholy aura, the resistances, the immunities, and the regeneration because that will underpower the monster - far better that the monster is balanced without them from the beginning.</p><p></p><p>I'm happy to have a section called "Out of Combat Powers" or "Optional Pit Fiend Powers" but the base pit fiend should not have so many powers that it will never end up using in a fight.</p></blockquote><p></p>
[QUOTE="Khuxan, post: 4017876, member: 38801"] Because this is a thread to discuss EP's 4th edition products (if any) not their 3rd edition products. If the game is obscure, complicated and arcane, it certainly is a fault of the game. We've been playing 3e D&D casually for over six years - if we can't play high-level characters by that time, there's either something seriously wrong with the game or with us. Because they inflate the statblock, making it harder to use when running the monster in a fight. The 3.5 statblock for the pit fiend is bloated with special abilities. It would underpower the monster to remove them, but it creates a huge pressure on the DM to keep track of everything. A DM has to keep track of: Single attack Full attack (which can involve up to 16 dice rolls) Constrict Fear aura Improved grab DR 15/good and silver Fire immunity Poison immunity Acid resistance 10 Cold resistance 10 Regeneration 5 SR 32 Bluff Intimidate Spellcraft Tumble Cleave Great Cleave Power Attack Quicken Spell-like Ability Poison Blasphemy Create undead Fireball Greater dispel magic Greater teleport Invisibility Magic circle against good Mass hold monster Persistent image Power word stun Unholy aura Meteor swarm 2 bearded devils (or similar) That places a huge onus on the DM to wade through all those options each round and wade through all those resistances/immunities after each attack/spell - especially given the creature's tactic section only uses nine of those options. It's not viable to strike out unholy aura, the resistances, the immunities, and the regeneration because that will underpower the monster - far better that the monster is balanced without them from the beginning. I'm happy to have a section called "Out of Combat Powers" or "Optional Pit Fiend Powers" but the base pit fiend should not have so many powers that it will never end up using in a fight. [/QUOTE]
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