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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="Peter LaCara" data-source="post: 4036386" data-attributes="member: 59466"><p>Maybe not. We don't know.</p><p></p><p></p><p></p><p>Pfft. Whatever. Check the ego at the door, 'kay?</p><p></p><p>Also, you've clearly demonstrated a lack of tactical thought if you're completely disregarding fundamentals like movement and positioning.</p><p></p><p></p><p></p><p>Then what's the point of all these SLAs if all the party does is just memorize silence all the time? If your PCs are consistently getting silence off, in what conceivable way is the 3e Pit Fiend anywhere nearly as interesting a fight as the 4e one? A silenced 3e Pit Fiend really is just a boring melee encounter.</p><p></p><p></p><p></p><p>Oh. I think I get it. You're not actually talking about tactics. You're talking about strategy and logistics, which are completely different things. D&D does seem to be trying to get away from the logistical game and focusing much more strongly on the tactical game. I'm almost certain that pretty much anything resembling spell preparation is going to be gone from the game. Mourning its loss is a viable position to take, but it's not one I share.</p><p></p><p></p><p></p><p></p><p></p><p>Once again, your mind is stuck in the 3e model of having one monster being a threat all by itself. The Pit Fiend getting a clear shot at the wizard or rogue, while not exactly pretty, should be survivable. The Pit Fiend is not the big bad because it can smear squishy dudes in one hit. It's the big bad because it can teleport the brutes who can smear the squishy dudes in one hit past the meatshield and into smacking range. He's a *Leader*, the tactician and mastermind. He's Zhuge Liang, not Lu Bu.</p><p></p><p></p><p></p><p>Maybe, maybe not. In 4e he might have some sort of reactive teleport or shield or something. Who knows what kind of crazy abilities a wizard might have once he gets to the mid-20s?</p><p></p><p></p><p></p><p></p><p></p><p>So? I'm not sure what the problem is here. Aren't we looking for reasons why the Pit Fiend is in charge?</p><p></p><p></p><p></p><p></p><p>I don't know if "obliterate" is the right word, but yeah, I'm sure AoE effects are how the party is expected to deal with the dozen or so high level demons they're going to be facing so that they can actually, y'know, win. I'm sure it won't be easy, though.</p><p></p><p></p><p></p><p>Then he burns through them, or he orders the guys who don't rely on fire damage to take out the guy maintaining the spell. Remember, we don't know exactly how resistances work and how available they'll be, but we do know that they've been significantly nerfed.</p><p></p><p></p><p></p><p>*rolleyes*</p><p></p><p></p><p></p><p>Once again, if we look at the *spirit* of the effects rather than their raw power, you'll see that the Pit Fiend is making the exact same choices, or in many cases, more interesting ones. "Do I teleport to where I catch both the fighter and the rogue in my fire aura, where I'm doing more damage but am more vulnerable, or do I pop way over there to try to deal with the mage who's raining ice down on my minions? Who do I debuff, the fighter who has a pair of my strongest demons on him, or the cleric surrounded by 6 weaker ones? Do I blow up that demon now while he can still make attacks, or do I wait and have him possibly get taken out?"</p><p></p><p></p><p></p><p>Well, I refute the claim that it has less options, but even if it *did*, the Pit Fiend is not supposed to be fought alone anymore. If the Pit Fiend plus the three other high level demons he's got hanging around him have abilities that add up to equal or greater than the old Pit Fiend's abilities, there are just as many tactical choices to be made over the fight as a whole, if not more because more enemies means more chances to act. Plus, this means that it could make things like scouting and preparation more important, because even if you know that the main boss is a Pit Fiend, you don't know what his cronies are, and they could have wildly different abilities that require different choices to be made before the battle.</p></blockquote><p></p>
[QUOTE="Peter LaCara, post: 4036386, member: 59466"] Maybe not. We don't know. Pfft. Whatever. Check the ego at the door, 'kay? Also, you've clearly demonstrated a lack of tactical thought if you're completely disregarding fundamentals like movement and positioning. Then what's the point of all these SLAs if all the party does is just memorize silence all the time? If your PCs are consistently getting silence off, in what conceivable way is the 3e Pit Fiend anywhere nearly as interesting a fight as the 4e one? A silenced 3e Pit Fiend really is just a boring melee encounter. Oh. I think I get it. You're not actually talking about tactics. You're talking about strategy and logistics, which are completely different things. D&D does seem to be trying to get away from the logistical game and focusing much more strongly on the tactical game. I'm almost certain that pretty much anything resembling spell preparation is going to be gone from the game. Mourning its loss is a viable position to take, but it's not one I share. Once again, your mind is stuck in the 3e model of having one monster being a threat all by itself. The Pit Fiend getting a clear shot at the wizard or rogue, while not exactly pretty, should be survivable. The Pit Fiend is not the big bad because it can smear squishy dudes in one hit. It's the big bad because it can teleport the brutes who can smear the squishy dudes in one hit past the meatshield and into smacking range. He's a *Leader*, the tactician and mastermind. He's Zhuge Liang, not Lu Bu. Maybe, maybe not. In 4e he might have some sort of reactive teleport or shield or something. Who knows what kind of crazy abilities a wizard might have once he gets to the mid-20s? So? I'm not sure what the problem is here. Aren't we looking for reasons why the Pit Fiend is in charge? I don't know if "obliterate" is the right word, but yeah, I'm sure AoE effects are how the party is expected to deal with the dozen or so high level demons they're going to be facing so that they can actually, y'know, win. I'm sure it won't be easy, though. Then he burns through them, or he orders the guys who don't rely on fire damage to take out the guy maintaining the spell. Remember, we don't know exactly how resistances work and how available they'll be, but we do know that they've been significantly nerfed. *rolleyes* Once again, if we look at the *spirit* of the effects rather than their raw power, you'll see that the Pit Fiend is making the exact same choices, or in many cases, more interesting ones. "Do I teleport to where I catch both the fighter and the rogue in my fire aura, where I'm doing more damage but am more vulnerable, or do I pop way over there to try to deal with the mage who's raining ice down on my minions? Who do I debuff, the fighter who has a pair of my strongest demons on him, or the cleric surrounded by 6 weaker ones? Do I blow up that demon now while he can still make attacks, or do I wait and have him possibly get taken out?" Well, I refute the claim that it has less options, but even if it *did*, the Pit Fiend is not supposed to be fought alone anymore. If the Pit Fiend plus the three other high level demons he's got hanging around him have abilities that add up to equal or greater than the old Pit Fiend's abilities, there are just as many tactical choices to be made over the fight as a whole, if not more because more enemies means more chances to act. Plus, this means that it could make things like scouting and preparation more important, because even if you know that the main boss is a Pit Fiend, you don't know what his cronies are, and they could have wildly different abilities that require different choices to be made before the battle. [/QUOTE]
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If the devils are how monsters will be....I am so happy
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