Fire Archons - the Mechanics

ObsidianCrane

First Post
Ok so 9 pages of people arguing about the significance of the use of the word Archon was just to much for me to even manage reading, little own trying to turn to mechanics discussion, so here is a thread for the mechanics of the Fire Archons to be looked at. ;)

What I really liked about the Fire Archon article was the stats and what could be seen of how 4E monsters work from examining the stat blocks of the Blazesteel and Ash Disciple.

The Blazesteel clearly occupies essentially a Defender or Brute tactical niche, but with a cool "don't let them gang up on you" ability. This makes it risky for the PC Defenders to use abilities that focus the attacks of the Blazesteel on themselves, and gives extra use to or benefit from the ability of Leaders or Controllers to shove things around the battle field.

You really don't want 3 or 4 of these things nailing your party Defender at once.

The Ash Disciple then fills a Striker role (what do they call that for Monsters?) - they stand back and zap the PCs, they can move about the battlefield quickly if there are Blazesteels about to pump their effect on the battlefield.

The fact they can ignore their own area effect attacks makes them a really nice team as well.

It seems to provide a strong basis for the exact sort of tactical encounter that the design team have been talking up around the place.

Also the defenses are interesting;
Immunity to Flanking - this looks like a 4E ability to me. We have reason to believe that Rogues will not need to be flanking to get opportunities to use their Sneak Attack abilities, and that in 4E we are told few things will be immune to sneak attacks, if any. So this ability says the Rogue needs to do something to make their Sneak Attack tricks work - not just jump into a Flanking position and hammer away. They will have to use per encounter or maybe per day abilities to get Sneaks on these guys.

The other immunities seem to be largely 3E "its an elemental" immunities that are just there because.

Immunity to Fire - replaced with a high damage threshold to Fire (and really Damage Threshold sounds like DR reworked - if you beat the DR all the damage goe through rather than none)

Immunity to Crits - probably gone in 4E

Immunity to Sneak Attack - gone pretty much certainly - see comments on flanking immunity above.

Immunity to Poison - Poison has to be much changed, and this is an immunity that I could see persisting.

Immunity to Paralysis and Sleep - These I could also see persisting into 4E. Sleep and Paralysis are not direct damage types, and 4E seems to be about letting direct damage effects happen.

Finally they look like high Hero tier, low Paragon tier enemies, I wouldn't be surprised to see the 4E version of them buffed up a bit more to make them sit firmly in low Paragon tier.
 

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I was kind of discouraged looking at the mechanics actually. I thought one of the goals of 4E was to make things simpler to run and I don't see that at all. I thought the flanking damage ability was confusing and poorly worded.

They also seem to be making each creature have its own unique abilities, thus probably requiring the DM to reference the creature's rules during battle.

I hesitate to make wholesale judgment just yet but I don't like the trends I'm seeing.
 

GlassJaw said:
I was kind of discouraged looking at the mechanics actually. I thought one of the goals of 4E was to make things simpler to run and I don't see that at all. I thought the flanking damage ability was confusing and poorly worded.

They also seem to be making each creature have its own unique abilities, thus probably requiring the DM to reference the creature's rules during battle.

I hesitate to make wholesale judgment just yet but I don't like the trends I'm seeing.

Well, don't forget it's a 4e monster replicated with 3e rules. So it will be slightly different.

As far as the powers. I'd rather have special abilities any day over uses of spells and stuff. It's easier for me to glance at the stat block to see what the effect does rather then remember what the 10 spells it can use do...
 

Scribble said:
It's easier for me to glance at the stat block to see what the effect does rather then remember what the 10 spells it can use do...

Totally; and why should a monster have "Bigby's" anything as a natural ability…?
 

Scribble said:
As far as the powers. I'd rather have special abilities any day over uses of spells and stuff. It's easier for me to glance at the stat block to see what the effect does rather then remember what the 10 spells it can use do...

Seconded, thrided, forthded, fithded, and sixthded.

Steely Dan said:
Totally; and why should a monster have "Bigby's" anything as a natural ability…?
Apparently Bigby created the spell, went back to the time the monsters that had said spell was created and told the monster's maker "Hey, let them do this. It's cool" and the creator said "Bitchin'." and Bigby said "But I'm going to be, like, totally Matt Groening and my name will be labeled on that power." and the creator said "Ok, I guess that's cool." and Bigby said "Awesome." and it was good.
 
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Dragonbait said:
Seconded, thrided, forthded, fithded, and sixthded.


Apparently Bigby created the spell, went back to the time the monsters that had said spell was created and told the monster's maker "Hey, let them do this. It's cool" and the creator said "Bitchin'." and Bigby said "But I'm going to be, like, totally Matt Groening and my name will be labeled on that power." and the creator said "Ok, I guess that's cool." and Bigby said "Awesome." and it was good.

Fry did do the nasty in the pasty...
 

Cailte said:
The Blazesteel clearly occupies essentially a Defender or Brute tactical niche, but with a cool "don't let them gang up on you" ability. This makes it risky for the PC Defenders to use abilities that focus the attacks of the Blazesteel on themselves, and gives extra use to or benefit from the ability of Leaders or Controllers to shove things around the battle field.

You really don't want 3 or 4 of these things nailing your party Defender at once.
I’d say brute from the hurt they can lay down. I’d also say they need some way to boost their shield bonus or ditch the shield and put both hands on that scimitar.

The Ash Disciple then fills a Striker role (what do they call that for Monsters?) - they stand back and zap the PCs, they can move about the battlefield quickly if there are Blazesteels about to pump their effect on the battlefield.
I think they would fit better into the “artillery” distinction for monster roles. The PCs have to go to them, they have nasty area attacks, they can ruin gear[at least in 3e; see catching on fire http://www.d20srd.org/srd/environment.htm#catchingOnFire ] and they don’t move as much as they “Castle”.
The fact they can ignore their own area effect attacks makes them a really nice team as well.
In the long run it is for the best. Groups of Death Throes monster NOT immune to one another can quickly lead to PCs and then their gear being obliterated in a most unpleasant chain reaction.
It seems to provide a strong basis for the exact sort of tactical encounter that the design team have been talking up around the place.
Hmm, Fire Archon samurai sound like an amusing idea. Never before has committing seppuku been such an effective attack!
Immunity to Flanking - this looks like a 4E ability to me.
Not to me. Their article gave them no particularly good senses to guard against being flanked. I think it is simply fall out from the 3e versions having the 3E elemental type. Much like how they do not have or even need darkvision in 4E, they still have it because of 3E Monster Typing conventions.
Immunity to Fire - replaced with a high damage threshold to Fire (and really Damage Threshold sounds like DR reworked - if you beat the DR all the damage goe through rather than none)
They might still have full on fire immunity but hard to be certain ATM.
Immunity to Crits - probably gone in 4E

Immunity to Sneak Attack - gone pretty much certainly
Their description as having writhing entrails makes it seem that way.
Immunity to Paralysis and Sleep - These I could also see persisting into 4E. Sleep and Paralysis are not direct damage types, and 4E seems to be about letting direct damage effects happen.
Sleep immune is a given from the article. And we shall see how much paralysis is still in 4E.

Finally they look like high Hero tier, low Paragon tier enemies, I wouldn't be surprised to see the 4E version of them buffed up a bit more to make them sit firmly in low Paragon tier.
Well if we use their CR as a guide, add +2 to make them Elite or +4 to make them normal

Base Level 10
Blazesteel Level 11
Ash disciple Level 12
 

The only thing that bothers me is the excess of 'fire damage in a radius' abilities. I'd like to compress that down. Also, some of the archons do their reactive ability at 50% HP and again at 0 HP, while others only do it at 0. Also, the damage is different on their voluntary radius fire damage and their reactive one. I'd just split the difference and make them the same:

Ash Disciple (as written)
8d8 cinder burst, once per encounter as a standard action
10d8 cinder burst, as death throes
Total of 18d8 fire damage in 10' radius

Ash Disciple (modified)
9d8 cinder burst, once per encounter as a standard action, and as death throes
Total of 18d8 fire damage in 10' radius

Either way, your PCs are going to eat 18d8 fire damage. All you've done is swap one die from the reactive to the voluntary ability, not a big deal in my book, and fewer numbers to remember.
 

rkanodia said:
The only thing that bothers me is the excess of 'fire damage in a radius' abilities. I'd like to compress that down. Also, some of the archons do their reactive ability at 50% HP and again at 0 HP, while others only do it at 0.

Because they're different levels of monster. Duh.
 

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