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Hordes of the Abyss: Q&A
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<blockquote data-quote="James Jacobs" data-source="post: 2889194" data-attributes="member: 23937"><p>Heh... it's a lot more than winking and nudging. A fair amount of FC I works as a preview for what'll be happening in the last four adventures of Savage Tide.</p><p></p><p>As for the power level of the demon lords, I've talked a bit about this elsewhere but the long and short of it is that each DM should determine the power level of the demon lords as appropriate for his own campaign. That said, they shouldn't be any LESS deadly than the stats in FC I; those stats are a "baseline" for the demon lords. You should certainly advance these stats upward in power for your own campaign if you prefer CR 25 or 30 or 50 or whatever... there just wasn't room in the book to list multiple versions of the same stat block so that the book would be useful for a wider range of gaming styles. In the end, we had to go with just one, and since it's FAR easier to increase a monster's abilities than to decrease it, we chose the method you see in the book. </p><p></p><p>Personally, I prefer demon lords at CRs of 25–32 or thereabouts, which is what I've been setting them at in the Demonomicon articles. I think the stats in FC I work perfect for powerful avatars or astral projections; on their home planes, demon lords should be MUCH more powerful. For new stat blocks like Pale Night and Obox-ob, there are no "missing" powers that were cut. They were designed as how they appear in the book from the ground up. If and when these demon lords appear in <em>Dragon</em> as Demonomicons, you can expect to see higher CR versions with one or two additional powers. If you can't wait that long, the book provides all the tools you need to advance them yourself.</p><p></p><p>Now, all that said, the demon lords are VERY TOUGH for their CR scores, especially when compared to a balor (which is actually a little weak for CR 20). Their CR scores may only be a couple digits beyond 20, but their stats are comperable to equal CR dragons (another creature type that tends to be tough for their CR scores).</p><p></p><p>So in the end... think of FC I as any other 3rd Edition Product; as a toolbox for you to build your campaign the way you want it. In the end, it's a LOT easier to advance Demogorgon to CR 32 than it is to build a CR 32 NPC!</p><p></p><p>And to bring this post full circle back to Savage Tide, fans of tougher Demon Lords certainly won't be disapointed by this campaign's conclusion—we don't intend on having fight after fight with CR 20 demon lords. The demon lords in Savage Tide (Demogorgon being only the most important, not the only, demon lord to the campaign's plotline) will be tough. Dragotha/Kyuss tough. They won't be creatures to fight and loot, but dangerous foes and possible allies that requie more than initiative checks to handle.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 2889194, member: 23937"] Heh... it's a lot more than winking and nudging. A fair amount of FC I works as a preview for what'll be happening in the last four adventures of Savage Tide. As for the power level of the demon lords, I've talked a bit about this elsewhere but the long and short of it is that each DM should determine the power level of the demon lords as appropriate for his own campaign. That said, they shouldn't be any LESS deadly than the stats in FC I; those stats are a "baseline" for the demon lords. You should certainly advance these stats upward in power for your own campaign if you prefer CR 25 or 30 or 50 or whatever... there just wasn't room in the book to list multiple versions of the same stat block so that the book would be useful for a wider range of gaming styles. In the end, we had to go with just one, and since it's FAR easier to increase a monster's abilities than to decrease it, we chose the method you see in the book. Personally, I prefer demon lords at CRs of 25–32 or thereabouts, which is what I've been setting them at in the Demonomicon articles. I think the stats in FC I work perfect for powerful avatars or astral projections; on their home planes, demon lords should be MUCH more powerful. For new stat blocks like Pale Night and Obox-ob, there are no "missing" powers that were cut. They were designed as how they appear in the book from the ground up. If and when these demon lords appear in [i]Dragon[/i] as Demonomicons, you can expect to see higher CR versions with one or two additional powers. If you can't wait that long, the book provides all the tools you need to advance them yourself. Now, all that said, the demon lords are VERY TOUGH for their CR scores, especially when compared to a balor (which is actually a little weak for CR 20). Their CR scores may only be a couple digits beyond 20, but their stats are comperable to equal CR dragons (another creature type that tends to be tough for their CR scores). So in the end... think of FC I as any other 3rd Edition Product; as a toolbox for you to build your campaign the way you want it. In the end, it's a LOT easier to advance Demogorgon to CR 32 than it is to build a CR 32 NPC! And to bring this post full circle back to Savage Tide, fans of tougher Demon Lords certainly won't be disapointed by this campaign's conclusion—we don't intend on having fight after fight with CR 20 demon lords. The demon lords in Savage Tide (Demogorgon being only the most important, not the only, demon lord to the campaign's plotline) will be tough. Dragotha/Kyuss tough. They won't be creatures to fight and loot, but dangerous foes and possible allies that requie more than initiative checks to handle. [/QUOTE]
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