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[D&D 3.5e] That New Pit Fiend
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<blockquote data-quote="Quasqueton" data-source="post: 654290" data-attributes="member: 3854"><p>This was EXACTLY my thinking too.</p><p></p><p></p><p></p><p>A good side effect of the stat changes? Or a good reason for the stat changes?</p><p></p><p></p><p></p><p>My thinking here too.</p><p></p><p>I've never used a pit fiend against any PCs, and I didn't have plans for one in the near future. But when they offer up this example of what they're doing, it makes me think all creatures will get a boost/alteration in power this drastic.</p><p></p><p>I appreciate and approve of how they are writing up the stat block for 3.5. Will make things much clearer. And the fact the whole creature will be on one page, together is a great boon to DMs.</p><p></p><p>I could understand changing some creatures' stats to more follow their own rules. For instance, I could see the pit fiend being altered to jive more with a fiendish template (or vise-versa). In 3.0, there is no real relationship between a "standard fiend", the fiendish template, and the half-fiend template. I would think that if they were to change the pit fiend stats, it would be to better match the "fiend" pattern.</p><p></p><p>But looking at this creature's stats, I don't see a pattern or reasoning. </p><p></p><p>I see they added 5 hit dice. Was that a randomly chosen number? </p><p></p><p>They get 54 more points in their ability scores. At least I see a pattern here. A pit fiend gets +26 strength, and +16 to each of the other abilities.</p><p></p><p>They give it +3 natural armor bonus. Was this just to round out the AC to 40 since the dex mod changes it from 30?</p><p></p><p>They get +4 to their spell resistance. How do they get this number? It does not raise the stat to HD x2 as the current fiendish template suggests. So why change this to 32 from its previous 28? Is there a game mechanics reason? Or just a change based on "feel"?</p><p></p><p>Their acid and cold resistance is dropped from 20 to 10. Why? Everything else got tougher. This breaks the upward pattern the other changes show. Is this somehow tied to their HD as suggested by the current fiendish template?</p><p></p><p>Why add two new powers - mass hold monster and power word stun? Are these just tacked on? Is there a game mechanic reason why pit fiends needed/should have these two?</p><p></p><p>See, I'm not opposed to them making some changes to clearify things and bring abberant creatures back into line with the rules. But when the changes seem to be without pattern or logic or reason, it is bad.</p><p></p><p>For the pit fiend, they should figure out exactly what it means in the game to be a fiend. Then make sure the pit fiend, other "standard fiends", the fiendish template, and the half-fiend template all followed those guidelines. The same with celestials, dragons, lycanthropes, humanoids, etc.</p><p></p><p>But this stat block is just <em>changes</em>. Is there a pattern/rule here? Or are these changes just because someone thought "it would be cool" to up the power?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 654290, member: 3854"] This was EXACTLY my thinking too. A good side effect of the stat changes? Or a good reason for the stat changes? My thinking here too. I've never used a pit fiend against any PCs, and I didn't have plans for one in the near future. But when they offer up this example of what they're doing, it makes me think all creatures will get a boost/alteration in power this drastic. I appreciate and approve of how they are writing up the stat block for 3.5. Will make things much clearer. And the fact the whole creature will be on one page, together is a great boon to DMs. I could understand changing some creatures' stats to more follow their own rules. For instance, I could see the pit fiend being altered to jive more with a fiendish template (or vise-versa). In 3.0, there is no real relationship between a "standard fiend", the fiendish template, and the half-fiend template. I would think that if they were to change the pit fiend stats, it would be to better match the "fiend" pattern. But looking at this creature's stats, I don't see a pattern or reasoning. I see they added 5 hit dice. Was that a randomly chosen number? They get 54 more points in their ability scores. At least I see a pattern here. A pit fiend gets +26 strength, and +16 to each of the other abilities. They give it +3 natural armor bonus. Was this just to round out the AC to 40 since the dex mod changes it from 30? They get +4 to their spell resistance. How do they get this number? It does not raise the stat to HD x2 as the current fiendish template suggests. So why change this to 32 from its previous 28? Is there a game mechanics reason? Or just a change based on "feel"? Their acid and cold resistance is dropped from 20 to 10. Why? Everything else got tougher. This breaks the upward pattern the other changes show. Is this somehow tied to their HD as suggested by the current fiendish template? Why add two new powers - mass hold monster and power word stun? Are these just tacked on? Is there a game mechanic reason why pit fiends needed/should have these two? See, I'm not opposed to them making some changes to clearify things and bring abberant creatures back into line with the rules. But when the changes seem to be without pattern or logic or reason, it is bad. For the pit fiend, they should figure out exactly what it means in the game to be a fiend. Then make sure the pit fiend, other "standard fiends", the fiendish template, and the half-fiend template all followed those guidelines. The same with celestials, dragons, lycanthropes, humanoids, etc. But this stat block is just [i]changes[/i]. Is there a pattern/rule here? Or are these changes just because someone thought "it would be cool" to up the power? Quasqueton [/QUOTE]
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