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Community
General Tabletop Discussion
*Pathfinder & Starfinder
If the devils are how monsters will be....I am so happy
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<blockquote data-quote="Dausuul" data-source="post: 4029548" data-attributes="member: 58197"><p>And that was an interesting and tactical fight, was it? Because it sounds to me like a few saving throws followed by a lot of unavoidable PC death.</p><p></p><p></p><p></p><p>See above. <em>Mass hold</em> is powerful, it isn't tactical. Of all the SLAs the pit fiend has, the only ones that lend themselves to interesting tactics and maneuvers are the illusion spells (<em>persistent illusion</em> and <em>invisibility</em>), <em>greater teleport</em>, and sometimes <em>greater dispel magic</em>. The other SLAs are just enormous hammers to smash the party with.</p><p></p><p><em>Greater teleport</em> is already covered, and indeed improved upon, by the 4E pit fiend's teleporting movement--now the fiend can position itself and act in the same turn. The other SLAs are indeed a loss, but the pit fiend makes up for them <em>in tactical complexity</em> (not necessarily raw power) with its ability to summon minions and move them around; to inflict a heavy debuff on a single foe each round; to spend an action point for an extra action; and to inflict ongoing fire and poison damage.</p><p></p><p>It looks as though the pit fiend will fill a "striker" role. Its summoned minions keep the enemy pinned down, while the fiend teleports around the battlefield using its sting and its mace to get as many foes poisoned and on fire as it can. Pinning it down will be just as important in 4E as it was in 3E.</p><p></p><p>If your real complaint is that the 4E pit fiend is too weak, you have no basis for comparison. Until we see the stats of a 26th-level character, we have no way to judge how powerful an opponent this pit fiend is.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4029548, member: 58197"] And that was an interesting and tactical fight, was it? Because it sounds to me like a few saving throws followed by a lot of unavoidable PC death. See above. [i]Mass hold[/i] is powerful, it isn't tactical. Of all the SLAs the pit fiend has, the only ones that lend themselves to interesting tactics and maneuvers are the illusion spells ([i]persistent illusion[/i] and [i]invisibility[/i]), [i]greater teleport[/i], and sometimes [i]greater dispel magic[/i]. The other SLAs are just enormous hammers to smash the party with. [i]Greater teleport[/i] is already covered, and indeed improved upon, by the 4E pit fiend's teleporting movement--now the fiend can position itself and act in the same turn. The other SLAs are indeed a loss, but the pit fiend makes up for them [i]in tactical complexity[/i] (not necessarily raw power) with its ability to summon minions and move them around; to inflict a heavy debuff on a single foe each round; to spend an action point for an extra action; and to inflict ongoing fire and poison damage. It looks as though the pit fiend will fill a "striker" role. Its summoned minions keep the enemy pinned down, while the fiend teleports around the battlefield using its sting and its mace to get as many foes poisoned and on fire as it can. Pinning it down will be just as important in 4E as it was in 3E. If your real complaint is that the 4E pit fiend is too weak, you have no basis for comparison. Until we see the stats of a 26th-level character, we have no way to judge how powerful an opponent this pit fiend is. [/QUOTE]
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If the devils are how monsters will be....I am so happy
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