Lonely Tylenol
First Post
I'd be satisfied with a 2E Baldur's Gate 3.Mustrum_Ridcully said:Hmm. If we translate that to D&D, does this mean there will not be a 4E Baldur's Gate 3 or Neverwinter Nights 3? Noooooo!
I'd be satisfied with a 2E Baldur's Gate 3.Mustrum_Ridcully said:Hmm. If we translate that to D&D, does this mean there will not be a 4E Baldur's Gate 3 or Neverwinter Nights 3? Noooooo!
Celebrim said:But, since we are doing away with simulationism and we don't need it anymore, go to town with your fantasy of apocalyptic conflict whether the rules support it or not.
Celebrim said:(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.)
TerraDave said:*Potent powers that I will actually use and will realy be noticed at the table
Do you know how effective his summoned fiendish allies are in combat? Or, more importantly, how long they can actually last against the epic level party? I wouldn't be surprised if each of them couldn't survive more than one or two rounds of damage by the group, and thus making it very likely for the Pit Fiend to let one of them explode...Derren said:I don't agree with this. The powers of the Pit Fiend are very limited.
As it was already said, two of is abilities are more or less redundant (or only stated for AoO purposes) and one ability is a mandatory first round only thing.
And the Pit Fiends signature ability, irresistable command is most of the time a very bad idea as a living, damage dealing minion is more valuable than a small one time explosion so this ability won't get used often (unlike in the written tactic for this monster).
Of the RPGs I play, 3.5 is far and away the slowest and most tedious when it comes to resolving fights.Mephistopheles said:Combat in 3E does bog things down at my table. Obscenely so if compared to similar situations in 1E and 2E.
This makes two assumptions: That the minion has no Death Blast (which could make him more useful as a bomb), and that there is no value in removing a bloodied/impaired minion from the field (at least one of the miniatures game figures can make a whirlwind-type attack, but only if an adjacent monster is bloodied!).Derren said:And the Pit Fiends signature ability, irresistable command is most of the time a very bad idea as a living, damage dealing minion is more valuable than a small one time explosion so this ability won't get used often (unlike in the written tactic for this monster).
It's worth noting that the Pit Fiend can do it's full attack (with attendent continuing damage) to a different target every round--he can debuff, 'port, and Frenzy all in the same round, after all.Derren said:So the only real choice the Pit Fiend has is either a full attack, debuff, or teleporting some minions when the ability is recharged (not always useful as there might be no better location for them to go).
Thundershield said:Certainly depends on how resilient a straw cottage is in 4E, and what fire would do to it, no?
Let's see how it looks once we get the big picture and not make assumptions.
Dr. Awkward said:True.
Quick, what's the difference between Shaken and Sickened?
I shouldn't have to memorize the condition summary in order to be able to function as the DM.