I think that that is largely your background. The game has always had jargon, and I remind everyone once again that in 1st edition, everything was listed in inches. All we've done is remove the word "inch" from those square designations; there is indeed some jargon there, but that's normal and healthy. No excess encountered.Celebrim said:Agreed.
And, I was kinda annoyed by how much room the new stat block took to do the equivalent of 'claw/claw/bite'.
This is probably largely my background, but the new stat block reads like a system requirements document. It looks like something you'd send a developer who needed to know how to code monster behavior and powers. It doesn't look like a PnP stat block. Notice how most of the powers are written in jargon to a degree which exceeds even the normally high jargon quotient you'd expect in a stat block: 'aura 5', 'close burst 2', 'Ranged...', etc.

Yeah. At first, I was all "pshh, yeah, whatever." to that loss, but thinking it over, I think they cut maybe one or two abilities too many. I think my problem is different than yours, in that I'd have wanted a mechanic that let it command foes to take actions for it (say, intimidate vs will?) in addition to everything it already has, and then have called it quits.Celebrim said:One thing I noted is that the pit fiend has lost some pretty significant abilities: create undead, invisibility, dispel magic, mass hold monster, persistant image, meteor swarm, power word (stun), and regeneration. Some of those abilities are irrelevant to combat and maybe some are problimatic, and I do understand the argument 'Well, off stage, the pit fiend can do anything the DM wants it to do', but I do think something is lost conceptually if the monster loses abilities like 'create undead', 'invisibility', 'greater dispel magic', and 'persistant image'. Basically, this stat block tells me that the Pit Fiend is there to be killed by PC's so that they can take his stuff. Which, if I'm a computer programmer is basically all I need to know. Afterall, anything that isn't combat is going to be run as a cut scene using narrator fiat anyway.
I really don't think 'create undead' is the same kind of ability as 'invisibility' or 'dispel magic', though; create undead is most useful exactly for its offscreen uses, but invisibility and dispel magic are both primarily on-screen.
My guess is that they rely on the gear that a pit fiend packs to make up for its missing neat abilities (to avoid DM information overload)-- after all, by the time you encounter them, a ring of invisibility sounds like pretty reasonable treasure. Still, one more interesting and tactical ability probably wouldn't have broken the bank.
I can't do it. I get in maybe 2 interesting combats a night (4-5 hours), if I'm lucky. I really never did it in 3ECelebrim said:Anyway, it sounds like combat is going to be fun (assuming I'd ever play 4e), and I do like that they improved the ratio of hitpoints to damage to make combats last longer, but otherwise I feel like something is missing.
(Incidently, I'm getting really tired of hearing how great it is to be running 4-5 massive combats a session with multiple opponents, as if somehow this is a new thing. Did people really never do that in 3E? I used to host an open table night at a local game store, and often get 4-7 combats into 3-4 hours of play - plus time for character creation, exposition, and allocating experience points. And that was with 'non-expert' players.)
