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If the devils are how monsters will be....I am so happy
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<blockquote data-quote="med stud" data-source="post: 4034502" data-attributes="member: 1211"><p>What coordinated use? There is nothing coordinated about using mass hold monster or blasphemy. The other spells are just a waste of time and could be fatal for a 3.5 pit fiend against level appropriate PCs.</p><p></p><p>"Movement and swinging" is a pretty good, if very simple, description of warfare through history. If you mean "move up to enemy - attack until dead" then the new pit fiend is very capable of dealing with that. Three melee combatants run up to it and it teleports 20 feet into the air. The wizard hanging back, intent on using spells from a distance while the fighters run up to the pit fiend could mean that the pit fiend teleports into the air while teleporting to beefy minions to maul the wizard.</p><p></p><p>If you want to know why movement is tactical I will give you the very short version: Being able to apply the force of your choice to the most crucial opponent on the battle field is very important. As is the ability to avoid being the target of an opponent.</p><p></p><p></p><p>By sticking together the party will multiply the damage dealt by fire aura and exploding underlings by four. Also a lot of times it is detrimental for a party to stick together; a melee fighter is wasting his turns if he hangs back with archers and wizards while the archers and wizards expose themselves to unnecessary danger and AoO:s if they follow the melee fighters into the fray. Those are two solid reasons why a party would split up. Area attacks and different ways of applying their damage to the opposition.</p><p></p><p>Because they are outnumbered or outgunned? Because they want to attack a soft target instead of the target specialized for taking severe beatings?</p><p></p><p>It's more tactical as a magic action because they can bypass many limitations that physical movement comes with. If the defenders position themselves properly it will hurt to bypass them or the movements of the fiends may be to low to get them into flanking positions around the wizard. By teleporting the fiends the pit fiend hereby opens up for far more flanking positions than the battlefield would allow otherwise.</p><p></p><p>From a tactical standpoint, see above. From a story standpoint it is subjective and as such I can't see the point of debating it.</p><p></p><p>Again this is a matter of taste. For what it's worth, though, the old pit fiend had no powers for mental manipulation other than Hold monster and the closest to mind control it came was Diplomacy +10. The new pit fiend hasn't lost anything when it comes to mental manipulation. </p><p></p><p>Personally, what I associate with a Lord of Devils is authority over other devils which this one has (if it can command other devils to blow themselves up it wouldn't be too much of a stretch to assume it can command them to do other things as well).</p><p></p><p>What books are you reading? The stories I have read involving the lord of all devils (=Satan) are folk stories where farmers fool the devil.</p><p></p><p>In what way is this different from before? How was a 3.5 pit fiend a more interesting non vombat encounter? Aside from illusions it didn't have anything to bring outside of combat aside from skills. The 4e pit fiend has <em>better</em> social skills than the 3.5 pit fiend btw.</p><p></p><p>I think spell memorization is more of a strategical or logistical issue but I get your point. What spells do you need to memorize? Freedom of action seems logical. Fire resistance. I haven't seen a defense against blasphemy except maybe spell immunity. You would need dimensional anchor. Those are the spells I can see the need of. That's a shopping list, not a strategic challenge.</p><p></p><p>What made recon necessary when approaching the 3.5 pit fiend that isn't necessary when approaching the 4e pit fiend?</p><p></p><p></p><p>Compared to which pit fiend? If you are making a general statement about D&D pit fiend over the editions you may have a point. As a critique of just the 4e pit fiend I think you have to read up on the older versions again.</p></blockquote><p></p>
[QUOTE="med stud, post: 4034502, member: 1211"] What coordinated use? There is nothing coordinated about using mass hold monster or blasphemy. The other spells are just a waste of time and could be fatal for a 3.5 pit fiend against level appropriate PCs. "Movement and swinging" is a pretty good, if very simple, description of warfare through history. If you mean "move up to enemy - attack until dead" then the new pit fiend is very capable of dealing with that. Three melee combatants run up to it and it teleports 20 feet into the air. The wizard hanging back, intent on using spells from a distance while the fighters run up to the pit fiend could mean that the pit fiend teleports into the air while teleporting to beefy minions to maul the wizard. If you want to know why movement is tactical I will give you the very short version: Being able to apply the force of your choice to the most crucial opponent on the battle field is very important. As is the ability to avoid being the target of an opponent. By sticking together the party will multiply the damage dealt by fire aura and exploding underlings by four. Also a lot of times it is detrimental for a party to stick together; a melee fighter is wasting his turns if he hangs back with archers and wizards while the archers and wizards expose themselves to unnecessary danger and AoO:s if they follow the melee fighters into the fray. Those are two solid reasons why a party would split up. Area attacks and different ways of applying their damage to the opposition. Because they are outnumbered or outgunned? Because they want to attack a soft target instead of the target specialized for taking severe beatings? It's more tactical as a magic action because they can bypass many limitations that physical movement comes with. If the defenders position themselves properly it will hurt to bypass them or the movements of the fiends may be to low to get them into flanking positions around the wizard. By teleporting the fiends the pit fiend hereby opens up for far more flanking positions than the battlefield would allow otherwise. From a tactical standpoint, see above. From a story standpoint it is subjective and as such I can't see the point of debating it. Again this is a matter of taste. For what it's worth, though, the old pit fiend had no powers for mental manipulation other than Hold monster and the closest to mind control it came was Diplomacy +10. The new pit fiend hasn't lost anything when it comes to mental manipulation. Personally, what I associate with a Lord of Devils is authority over other devils which this one has (if it can command other devils to blow themselves up it wouldn't be too much of a stretch to assume it can command them to do other things as well). What books are you reading? The stories I have read involving the lord of all devils (=Satan) are folk stories where farmers fool the devil. In what way is this different from before? How was a 3.5 pit fiend a more interesting non vombat encounter? Aside from illusions it didn't have anything to bring outside of combat aside from skills. The 4e pit fiend has [i]better[/i] social skills than the 3.5 pit fiend btw. I think spell memorization is more of a strategical or logistical issue but I get your point. What spells do you need to memorize? Freedom of action seems logical. Fire resistance. I haven't seen a defense against blasphemy except maybe spell immunity. You would need dimensional anchor. Those are the spells I can see the need of. That's a shopping list, not a strategic challenge. What made recon necessary when approaching the 3.5 pit fiend that isn't necessary when approaching the 4e pit fiend? Compared to which pit fiend? If you are making a general statement about D&D pit fiend over the editions you may have a point. As a critique of just the 4e pit fiend I think you have to read up on the older versions again. [/QUOTE]
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