Derren said:
"limited SLAs" That still makes the dragon very predictable and removes a lot of options from teh dragon.
Okay, in your experience, how many spells does a dragon cast
in combat? Alternatively, how many rounds does a dragon typically last for you?
I'm really of the opinion that dragons don't need a massive list of spells to refer to because, really, dragons already can do a lot. They have a multitude of natural attacks, a breath weapon, and a frightful presence. Just how often do dragons twiddle their claws in combat?
IME, most spellcasting a dragon does is buffing and/or preparing for a fight BEFORE it starts. Scry maybe, resist energy, mage armor, MAYBE another spell, but generally that's it. Dragons usually have potent enough defenses that they don't need a truckload of spells to stay relevant as opposed to the level 20 wizard who needs a country's treasury full of magic and a bullet-list of 'spells to cast so that I don't die when the fighter breathes near me' to remain a threat.
When you do not have the time to spend half an hour to stat an monster which will keep the PCs occupied for at least a whole evening then I seriously doubt that you have any time to actually play D&D.
That's not very fair at all.
D&D is already a complex enough game to run, why make it moreso for those folks who don't have the time to spend on that, or who'd rather spend that time drawing maps or plotting campaigns? Not everyone enjoys 30 minutes devoted to statting things up.
Thats also a common argument from the "Dragons should not have spellcasting" crowd so I included it. But it is pretty OT as this thread is about the complexity of creatures not about their mythological accuracy.
I really could care less about what 'classical' dragons do.
Dragons are supposed to be big encounters so it is expected that the PCs prepare for it.
OT, but that was one of the single biggest complaints about dragons at EW after 3.0 came out, the undervalued CR's because designers assumed that players would 'always' be prepared to fight a dragon.
And without spellcasting the only thing what you have to prepare for are melee attacks and a specific energy. When this is covered then the dragon combat will be easy and a big letdown as the dragon can't do anything unexpected.
Okay, I can agree with this. Dragons are such iconic monsters that players can over-prepare for encounters with them and when dragons have vulnerabilities to certain energies, then yes that CAN make the encounter anti-climactic.
I am, admittedly, NOT a fan of a dragon flinging fireballs or lightning bolts at adventurers. That does not fit my idea of what makes a dragon a dragon.
What I mean with "dumb brute" are monsters which are unable to do anything else than combat. The Mind Flayers are on the border for this as their Charm Monster ability does give them a little non combat ability but as already mentioned not to the extend that they could actually do what the lore says they do.
Does this mean a human rogue who leads a criminal guild has no non-combat abilities because he can't cast spells?
The Balor on the other hand is a pure combat brute. All its abilities resolve around combat and it isn't really able to do much than direct combat.
Balor: Bluff +31, Diplomacy +35, Intimidate +33, Knowledge (any two) +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Use Magic Device +31 (+33 scrolls)
Pit Fiend: Bluff +29, Diplomacy +10, Disguise +29 (+31 acting), Intimidate +31, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Spellcraft +31
SLA: At will - create undead
'Most' of their abilities revolve around combat, but those hefty skill modifiers mean that balors/pit fiends can lie, intimidate, or even talk their way out of confrontations with relative ease. I'd definitely call those 'non-combat' abilities.
Also as it has fixed abilities the players will sooner or later develop the perfect tactic against Balors which makes encounters with them very undramatic.
What, are players fighting balors and pit fiends every week? Are they reading the MM and planning from there? My players barely remember what's a demon and what's a devil let-alone what they can do.
"More minions" with so many minions which have to do things for the dragon you could say that the minions are the encounter and the dragon is just a big guard dog.
A big guard dog with an Intellect more massive than any of them.
Seriously, for minions, to make its lair defensible, all a dragon needs are some kobolds. Hell bonus to Craft (traps)! Minions don't need to be a roadblock for players, I've thrown plenty of weak encounters at my players because A) it makes sense for them to exist and B) it allows the players to strut their stuff.
Players love a chance to shine and if they plow through some kobolds and bungle through a few traps before hitting the meat of the encounter, so much the better.
Yes they are, but thinking of something and doing something are two different things and dragons simply can't do the latter one most of the time except with magic.
A dragon is smart enough to find a way to do something. A dragon has a higher Intelligence, Wisdom, and Charisma that it can potentially think its way out of any given situation.
Granted a dragon is only so good as it's DM, but when you're dealing with a creature of such massive intellect, I think it's okay to fudge and say the dragon thought of such-and-such years ago.
I se fear inspiring as a disadvantage when trying to interact peacfully with other races which is required when the dragons wants to get a certain magical items.
AFAIR, dragons only inspire fear when attacking.
Not every dragon is a great wyrm and casters who can craft useful magical items tend to be not intimidated easily as they can always teleport away or live in cities which can defend itself against most dragons.
1. Dragon promises power and wealth to evil spellcaster
2. ....
3. Profit!