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General Tabletop Discussion
*Pathfinder & Starfinder
If the devils are how monsters will be....I am so happy
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<blockquote data-quote="med stud" data-source="post: 4029610" data-attributes="member: 1211"><p>How did you come to that conclusion? Casting silence isn't worth much now, true. Timing dimensional anchor? Last time I checked it's duration is long enough with a large margin for a combat. Cast it the first round if you feel like it. Spreading out is worth doing now too.</p><p></p><p>What is much harder now than before is that the pit fiend can react to spreading out; by moving around it's allies it can take the fight to the PCs whatever they want it or not. So it creates a problem for the PCs; if we stick together the pit fiend can use it's fire aura and area effects against them all <em>but</em> if they spread out the pit fiend can take them on one at a time, both personally and by teleporting it's allies.</p><p></p><p>The old pit fiend has serious fire power but in a point-and-click way to a larger degree compared to the new pit fiend. Also, the teleportation as a move also is much more interesting than flying around (using old school teleportation as a move during a combat is almost never worth it since you essentially use a full round to move). Especially with the fire aura; if the pit fiend teleports 20 ft above a group of opponents it will deal 15 damage to them and it's fear aura will affect them.</p><p></p><p>Honestly, it seems like you are complaining about the new pit fiend's lack of firepower more than the lack of tactical options.</p></blockquote><p></p>
[QUOTE="med stud, post: 4029610, member: 1211"] How did you come to that conclusion? Casting silence isn't worth much now, true. Timing dimensional anchor? Last time I checked it's duration is long enough with a large margin for a combat. Cast it the first round if you feel like it. Spreading out is worth doing now too. What is much harder now than before is that the pit fiend can react to spreading out; by moving around it's allies it can take the fight to the PCs whatever they want it or not. So it creates a problem for the PCs; if we stick together the pit fiend can use it's fire aura and area effects against them all [i]but[/i] if they spread out the pit fiend can take them on one at a time, both personally and by teleporting it's allies. The old pit fiend has serious fire power but in a point-and-click way to a larger degree compared to the new pit fiend. Also, the teleportation as a move also is much more interesting than flying around (using old school teleportation as a move during a combat is almost never worth it since you essentially use a full round to move). Especially with the fire aura; if the pit fiend teleports 20 ft above a group of opponents it will deal 15 damage to them and it's fear aura will affect them. Honestly, it seems like you are complaining about the new pit fiend's lack of firepower more than the lack of tactical options. [/QUOTE]
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If the devils are how monsters will be....I am so happy
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