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[High level monsters and powers] What can Graz'zt actually do?
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<blockquote data-quote="Runestar" data-source="post: 4614193" data-attributes="member: 72317"><p>For 3e at least, I felt that boundaries were still fairly important to an extent.</p><p></p><p>For example, protection from evil prevents someone from exercising mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject. </p><p></p><p>Seems straightforward enough. Until the time comes when you need to determine just what spells "involve ongoing control" and which don't. If you go with the 3.0 FAQ, spells such as suggestion, irresistible dance and insanity evidently don't, and thus are not blocked by PfE. So depending on how you rule, mindflayers are either neutered completely or can still pose a decent challenge (since it can still fall back on suggestion instead of charm monster). I feel that players are entitled to know just how well or badly their abilities interact with the world around them, before the actual scenario comes up, all the better to make informed decisions.</p><p></p><p>Phantasmal horror kills its target on a failed save (well, 2 actually), but is not a death effect because it lacks the death descriptor, and thus ignores death ward. It however, has the fear descriptor, and hence cannot affect a paladin, or anyone under the effects of a Hero's Feast spell.</p><p></p><p>Blasphemy and wail of the banshee have the sonic descriptor, and so can be negated by the silence spell. </p><p></p><p>The limitations needed to be spelled out precisely so that the players know just how effective their own abilities are when interacting with them. For example, my fighter may have silence cast on himself based on the assumption that it would ward against the pit fiend's blasphemy SLA (and by RAW, he would be right), and I would be very annoyed if my DM just bypassed this without first informing me of this change.</p><p></p><p>And if you are thinking of accusing him of metagaming, bear in mind that what SLAs a pit fiend has can be readily discerned with a DC35 knowledge: planes check. So it is really no secret.</p><p></p><p>In 4e, this seems less important, since the various descriptors seem to have minimal mechanical impacts on the game.</p></blockquote><p></p>
[QUOTE="Runestar, post: 4614193, member: 72317"] For 3e at least, I felt that boundaries were still fairly important to an extent. For example, protection from evil prevents someone from exercising mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject. Seems straightforward enough. Until the time comes when you need to determine just what spells "involve ongoing control" and which don't. If you go with the 3.0 FAQ, spells such as suggestion, irresistible dance and insanity evidently don't, and thus are not blocked by PfE. So depending on how you rule, mindflayers are either neutered completely or can still pose a decent challenge (since it can still fall back on suggestion instead of charm monster). I feel that players are entitled to know just how well or badly their abilities interact with the world around them, before the actual scenario comes up, all the better to make informed decisions. Phantasmal horror kills its target on a failed save (well, 2 actually), but is not a death effect because it lacks the death descriptor, and thus ignores death ward. It however, has the fear descriptor, and hence cannot affect a paladin, or anyone under the effects of a Hero's Feast spell. Blasphemy and wail of the banshee have the sonic descriptor, and so can be negated by the silence spell. The limitations needed to be spelled out precisely so that the players know just how effective their own abilities are when interacting with them. For example, my fighter may have silence cast on himself based on the assumption that it would ward against the pit fiend's blasphemy SLA (and by RAW, he would be right), and I would be very annoyed if my DM just bypassed this without first informing me of this change. And if you are thinking of accusing him of metagaming, bear in mind that what SLAs a pit fiend has can be readily discerned with a DC35 knowledge: planes check. So it is really no secret. In 4e, this seems less important, since the various descriptors seem to have minimal mechanical impacts on the game. [/QUOTE]
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[High level monsters and powers] What can Graz'zt actually do?
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