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[High level monsters and powers] What can Graz'zt actually do?
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<blockquote data-quote="TheLordWinter" data-source="post: 4613986" data-attributes="member: 63181"><p>This doesn't necessarily have to be the same kind of information for everyone though, does it? Isn't it up to the DM how many Balors Orcus can send in, if any at all? Why have this be one exact given value, and not malleable and something different for each group? It just seems to me that it's not necessary to say "Orcus may teleport three, and no more, Balors to Waterdeep today." I think that, particularly in 4th edition, what the monsters can do outside of combat falls into the purview of what makes a good story - and the DM and Players need to roll off of one another for how to respond. If you have a plot about destroying the magical seals which prevent Orcus from reaching the Prime Material Plane, does it matter if he can gate a dozen Balors in to stop you? From my perspective, only if the story demands the party needs to fight those Balors and it'd be interesting. If they reach a level where Balors can't even touch them, then isn't the entire question of gating in Balors kind of moot? Equally, if that is the plot you want to do, and your PCs are at such a level that Balors would trounce the characters, couldn't you just safely ignore that ability of Orcus, for the purposes of telling the interesting story?</p></blockquote><p></p>
[QUOTE="TheLordWinter, post: 4613986, member: 63181"] This doesn't necessarily have to be the same kind of information for everyone though, does it? Isn't it up to the DM how many Balors Orcus can send in, if any at all? Why have this be one exact given value, and not malleable and something different for each group? It just seems to me that it's not necessary to say "Orcus may teleport three, and no more, Balors to Waterdeep today." I think that, particularly in 4th edition, what the monsters can do outside of combat falls into the purview of what makes a good story - and the DM and Players need to roll off of one another for how to respond. If you have a plot about destroying the magical seals which prevent Orcus from reaching the Prime Material Plane, does it matter if he can gate a dozen Balors in to stop you? From my perspective, only if the story demands the party needs to fight those Balors and it'd be interesting. If they reach a level where Balors can't even touch them, then isn't the entire question of gating in Balors kind of moot? Equally, if that is the plot you want to do, and your PCs are at such a level that Balors would trounce the characters, couldn't you just safely ignore that ability of Orcus, for the purposes of telling the interesting story? [/QUOTE]
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[High level monsters and powers] What can Graz'zt actually do?
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