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Dausuul said:
If they don't spread out, then they all get to fry in the pit fiend's fire aura and suffer the penalties of his fear aura, and have devils explode in their faces every round. Clustering together is a bad plan against an enemy with area attacks. Of course, spreading out is also a bad plan against a mobile enemy... kind of nasty, isn't it?
It isn't a bad plan as spreading out lets the Pit Fiend use its immense melee power against an individual target that is alone. Are you saying that a healer isn't going to need to stand next to the target it is healing?
A four man group usually has a mage, rogue, warrior, and cleric. The cleric has to maintain healing distance to keep the other characters alive. The mage usually maintains mobility, but if he is directly targetted without defenses up, he's dead meat. The rogue and warrior work together in melee to win with the warrior taking the brunt share of the damage.
So do you expect the PCs to be able to fight alone without healing support against devils and their minions? If 4E characters can fight alone without healing and spell support, then what you say is true.
But if the party dynamic is still in full effect, the party will not spread out allowing itself to be defeated piecemeal.
The pit fiend will do best by moving from PC to PC, nailing them with sting and flaming mace so they're all taking damage over time. And if your PCs don't move much, I can only assume you either have a group of all straight-up fighters, or some very dumb PCs, or you're not pushing them very hard. I can tell you that in my games, when enemy melee troops pop up next to the party wizard with big toothy grins on their faces, that wizard does not just sit there. Not to mention that many warrior-types have abilities that require them to move a certain distance (e.g., Skirmish), abilities that trigger on a charge (a lot of Bo9S maneuvers, Shock Trooper, Spirited Charge), et cetera.
No, I have a party of that function as a group. In the encounter you list above, my cleric would have cast a fire resistance spell to deal with the flame aura. The wizard would be using support spells to reduce minion interference and divide the battle field. The warrior and rogue would focus on damaging the pit fiend or the nearest target.
I would challenge just about any DM in tactics, that I guarantee you. Which is why I like options for my monsters. Because I use SLAs to great effect to the point where my players actually memorize
Silence spells at high level or have
contingency magic in place to erect a silence spell. My clerics have to focus on support spells or the party will die.
The use of
mass Hold Monster requires the cleric to prepare
Remove Paralysis to deal with the possibility the party might be be paralyzed in a crucial moment.
I like the move and countermove currently associated with DnD. I used it alot.
In any case, I suspect the main advantage to the pit fiend's ability to teleport its minions is that it offers supreme mobility. It lets them move without being exposed to the "stickiness" that Defender classes in 4E normally possess, not to mention bypassing blockades set up by the Controller, and taking advantage of terrain. The PCs think they have everything under control, the melee devils are all locked in combat with the fighter, the rogue is flanking, the cleric is buffing, and the wizard is casting from the back... and then suddenly the pit fiend is standing right on top of the wizard, and the legion devils are lined up to block the other PCs from getting through to him.
That's tactics.
Are you kidding? Don't you do this in 3.5 as well? I already used tactical movement to great advantage as well as minion placement.
And are you saying that a wizard or rogue can survive a focused attack on them by a Pit Fiend? I will have to see how the classes work. But in my games if the wizard or rogue are focused on by the big bad, they are dead meat.
It is very important in my games that the rogue wait for an opportune time for attack and be very careful about drawing attention. Not to mention a rogues scouting abilities are important to the tactical preparation of the party.
A wizard must prepare their defenses before they start attacking. if a Pit Fiend targets the wizard, he is not going to survive. So in that encounter you mention with the devils popping on the solo wizard standing off by himself, you can kiss that wizard goodbye.
I envision it as devils vanishing in a flash of smoke and fire and reappearing somewhere else in another flash. Pyrotechnic, yes, but hardly unbelievable. Or, if you prefer a more shadow-themed devil, they become one with the shifting shadows that cover the battlefield, only to emerge elsewhere.
If they could do this on their own, that would be fine. But the Pit Fiend does it for them.
Of course it's a high-end combat encounter. That's what a 4E stat block is for. The rest is for the DM to fill in, with guidance from the fluff text and the ritual mechanics. However, if you think you can just walk in and "swing until dead..."
Yeah, somehow I don't think that'll work very well against a DM who plays the pit fiend intelligently. It sure wouldn't against me. You'd spend all your time struggling around trying to get past the fiend's minions, while the fiend teleported around the battlefield, picking off the squishier PCs one by one. Or you'd huddle together in a group while the minions surrounded you and mobbed the casters, and the pit fiend stood with his arms folded, letting his aura roast you all alive and occasionally throwing an exploding devil at you.
So how exactly do you expect the party to defeat this Pit Fiend if they can't bring their melee abilities to bear against the creature?
Does the new game lack AoE capabilities for the wizard? A high level wizard can obliterate a ton of devils and demons.
Are there no protection from energy spells any longer to negate the effect of this Pit Fiends aura?
Are there no more tactical options for the party to defeat the powers of their enemies? Is it all down to damage?
What if the party does erect spells to defeat the powers of their enemies? This Pit Fiend can't coutner spells, so how does he beat say a
Protection from Fire spell that makes his aura useless?
I know this game inside and out. This Pit Fiend with limited options would be so easy for a 3.5 party to defeat compared to the 3.5 Pit Fiend that I laugh at it. Maybe the classes are more limited now too, so that will balance out.
But as it is a 3.5 party would laugh at the Pit Fiend, easily counter its abilities, and destroy it. Exploding devils and a fire aura aren't much to a prepared party.
I feel more options makes tactical combat more interesting, than less options. This pit fiend has less combat options.