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*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: 4029639" data-attributes="member: 1211"><p>So the pit fiend uses a full round to dispel the dimensional anchor without being sure of success? In that case the PCs have essentially stunned the pit fiend. EDIT after reading Dausuuls post: If the pit fiend uses it's round to dispel, just cast the dimensional anchor again. If the wizard and the pit fiend are using up each others' rounds it is just good for the PCs.</p><p></p><p>Because of fire aura, fear aura, allies? Melee combatants don't have the option of spreading out in any edition so the spreading out goes for those who can deal damage at range.</p><p></p><p>The devil might deal more damage <u>given unlimited time</u>. With an explosion against four opponents the devil deals 8d10+20 damage in total. In many situations much damage <em>now</em> is more valuable than potentially more damage over a long time.</p><p></p><p>They can not freely teleport. They have to spend a round to teleport. By teleporting they can move to a place and stand there and look stupid. If the teleportation doesn't take a standard action it can teleport and act in the same round. That opens up for dynamic and efficient uses of teleportation within a tactical context.</p><p></p><p>According to polls an average D&D combat lasts about five rounds. In the story hours I have read high level fights lasts shorter than low level fights. That means that each participant has five times he/she can act. The round economy is a huge part (maybe the largest) of managing a battle*.</p><p></p><p>For a "boss monster" such as a pit fiend the round management becomes more important since it's opponents often have more rounds to act in together; if a wizard uses one round to cast dimensional anchor and the pit fiend dispels it it means that it hasn't done anything against the cleric, fighter and rogue that now attack it.</p><p></p><p>Same thing with a tactical teleportation taking a full round. The pit fiend teleports to a square using up it's action for the round. The same round it gets hit by spells, arrows and possibly melee weapons.</p><p></p><p>* For an example, look at the obscenely powerful 3.0 haste.</p></blockquote><p></p>
[QUOTE="med stud, post: 4029639, member: 1211"] So the pit fiend uses a full round to dispel the dimensional anchor without being sure of success? In that case the PCs have essentially stunned the pit fiend. EDIT after reading Dausuuls post: If the pit fiend uses it's round to dispel, just cast the dimensional anchor again. If the wizard and the pit fiend are using up each others' rounds it is just good for the PCs. Because of fire aura, fear aura, allies? Melee combatants don't have the option of spreading out in any edition so the spreading out goes for those who can deal damage at range. The devil might deal more damage [u]given unlimited time[/u]. With an explosion against four opponents the devil deals 8d10+20 damage in total. In many situations much damage [i]now[/i] is more valuable than potentially more damage over a long time. They can not freely teleport. They have to spend a round to teleport. By teleporting they can move to a place and stand there and look stupid. If the teleportation doesn't take a standard action it can teleport and act in the same round. That opens up for dynamic and efficient uses of teleportation within a tactical context. According to polls an average D&D combat lasts about five rounds. In the story hours I have read high level fights lasts shorter than low level fights. That means that each participant has five times he/she can act. The round economy is a huge part (maybe the largest) of managing a battle*. For a "boss monster" such as a pit fiend the round management becomes more important since it's opponents often have more rounds to act in together; if a wizard uses one round to cast dimensional anchor and the pit fiend dispels it it means that it hasn't done anything against the cleric, fighter and rogue that now attack it. Same thing with a tactical teleportation taking a full round. The pit fiend teleports to a square using up it's action for the round. The same round it gets hit by spells, arrows and possibly melee weapons. * For an example, look at the obscenely powerful 3.0 haste. [/QUOTE]
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If the devils are how monsters will be....I am so happy
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