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If the devils are how monsters will be....I am so happy
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<blockquote data-quote="Celtavian" data-source="post: 4036397" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p></p><p>If you send in your minions (which a Pit Fiend has to begin with), then the coordinated use a Blasphemy or Mass Hold Person is a very good tactical option. You more than likely freeze the fighter and the rogue giving your minions time to damage them if not outright kill them.</p><p></p><p>If it so happens the cleric in the party is a moron that didn't memorize <em>Freedom of Movement</em> or <em>Remove Paralysis</em>, then your party is going to be in alot of pain. If the party is prepared in advance for the Pit Fiend, they might already have [i}Freedom of Movement[/i] up, which means the Pit Fiend is going to have use a few <em>Greater Dispels</em> while <em>invisible</em> to strip the party of buffs.</p><p></p><p>If the party does not have see invisibility or counter invisibility magic available, then they won't see the Pit Fiend for quite some time as <em>Greater Dispel</em> doesn't drop <em>invisiblity</em> because it isn't an attack.</p><p></p><p>This is just a small breakdown of how I plan encounters. I think about what the PCs are capable of and I build encounters appropriate. That means my monsters need options to make their plans work. </p><p></p><p>The 3.5 Pit Fiend would be supported by minions capable of giving the PCs a good fight like a melee heavy fighter that could stand toe to toe with the warrior while the Pit Fiend dispelled, held people, and dropped a few fiery spells on the targets now and then.</p><p></p><p>I wasn't having a lick of difficulty giving my parties a challenge. I may with this new Pit Fiend depending on how classes work now.</p><p></p><p>But if classes are as limited as the above Pit Fiend, that won't make for a very interesting battle. For someone like myself who enjoys the move and countermove of tactics, then that only lessens the fun of the game. Less options equals less tactical combat.</p><p></p><p>An Old Pit Fiend could even counter spells as they are being cast making the wizard think a little more before he just launches any old spell.</p><p></p><p></p><p></p><p>How could a Pit Fiend not do this before? </p><p></p><p>The force of your choice? He has but a few force options. Mass Hold Person or Blasphemy were ranged attacks that allowed it to use the force of his choice against vulnerable targets such as warriors and rogues limiting a major threat on the battlefield while his minions took care of the more mobile wizard and the healing cleric. The old blasphemy also reduced strength, which reduced the damage output of melee characters.</p><p></p><p>A Pit Fiends flight ability already allowed it to circumvent melee. How is this a change from the old way?</p><p></p><p></p><p></p><p></p><p>Are there no spells to counteract fire damage in 4E? 3.5 Wizards targeted by a Pit Fiend would die quickly, is that the not the case in 4E? Does the healer no longer have to stand close to the target they are healing?</p><p></p><p>What you're saying makes no sense. The party doesn't spread out because a 3.5 Pit Fiend requires their focused attention to defeat. Does the 4E Pit Fiend only require the fighter to kill it? Can it be soloed by a single PC? </p><p></p><p>Does the party no longer have to work in a coordinated fashion to defeat a Pit Fiend as it did in 3.5 E? They can just spread out and fight alone and survive?</p><p></p><p>A party member like the wizard drawing the attention of said Pit Fiend would die quicker than a match in a windstorm if they spread out from the healer alone. Has this changed in 4E?</p><p></p><p>My lvl 18 Sorceror/Air Elemental Savant had to run like a little girl when a Balor was coming after him alone. I can't imagine not being able to flee with a Balor porting right on top of me and having to go toe to toe with it alone. That is dead meat time for my character. Has that changed? </p><p></p><p></p><p></p><p>Alreday did this.</p><p></p><p></p><p></p><p></p><p></p><p>How does the wizard survive this? They couldn't survive this attack in 3.5 E? The can survive getting targetted and surrounded by devils in 3.5 E? It was the other party members providing the interference you claim the devil will have that allowed casters to surive in 3.5 E.</p><p></p><p></p><p></p><p>The Persistent Image power was nice. I used illusions quite a bit in my campaign. </p><p></p><p></p><p></p><p>I've watched <em>The Devil's Advocate</em> and <em>The Prophecy</em> as far as movies go. There isn't an enormous amount of literature involving devils and demons as the are used in DnD. I was more thinking in terms of monsters period. You don't see too many creatures that pop up out of nowhere. Even vampires have to move to where you are, even though they may do so very quickly.</p><p></p><p></p><p></p><p>As I said, I used illusion spells to great effect. I also used hold spells to make an opponent stand still while it talked or to allow it to kidnap opponent without knocking it out. A pit fiend with a hold spell could kidnap a fighter or rogue very easily. I might use its Blasphemy power to freeze opponents for a round or two to allow its minions to escape. It depends on the encounter and who the Pit Fiend is working with.</p><p></p><p>Greater Dispel magic is an extremely powerful tactical spell. I don't see how you could forget it. It can be used to strip buffs and counter spells. Very powerful spell that I used to great effect in support of its minions.</p><p></p><p></p><p></p><p>Spell preparation is strategy, knowing when to use spells is tactics. </p><p></p><p></p><p></p><p>Nothing. Recon is good in any game.</p><p></p><p></p><p></p><p></p><p>Just a general critique. I would have liked to see a little more fluff with my crunch. But I'll see how customizable the new Pit Fiend is or what other options I have. From a pure combat perspective, this one is a little lacking. </p><p></p><p>To put it in WoW terms, it's a pure damage encounter that requires good healing and enough DPS to keep up with the DPS of the monsters. If we have some means to counteract fire, that will help.</p><p></p><p></p><p>At the moment I do not know the powers of each class. But just from looking at this Pit Fiend, it seems more limited than the 3.5 Pit fiend.</p><p></p><p>I like some of the movement options. I've always felt that a person should be able to teleport and attack in the same round. I like that option. The Pit Fiend being able to call in minions and move them to a particular target is cool. I like that ability. I think it should be limited to a few times per encounter, but it is cool.</p><p></p><p>I do miss the Pit Fiend having abilities that could be applied for non-combat encounters such as illusions, greater dispel magic, invisibility, and hold spells. These were nice spells for fooling players or having a Pit Fiend do something like kidnap a player to force the party to do a particular task. I also felt Pit Fiends should have disguise powers.</p><p></p><p>I ran an encounter not too long ago with a wizard that scouted the party and caught the fighter alone. He imprisoned the fighter and then negotiated the fighters return if the party agreed to do something for him. I like those kinds of options. It makes for more interesting encounter scenarios.</p><p></p><p>I'm going to give 4E a read. I like some of the stuff I'm reading. There's quite a bit I don't like. I'll just have to see if the ratio of like versus dislike falls enough on the side of like to change from 3.5 to 4 E. </p><p></p><p>Andy Collins is by no means my favorite game designer. He's the designer that changed <em>Darkness</em> to shadow, a change I deemed as the epitome of lame. He should have changed the spell name if he was going to change the effect to a useless one. What kind of game designer makes a spell change that makes a spell complete useless and doesn't have the foresight to see what he did? The <em>polymorph</em> changes he introduced were sloppy and ill-conceived.</p><p></p><p>So not real confident in Andy Collins ability to design a version of 4E that I will like alot. 3.5 E made some improvements I liked, but also incorporated some things I didn't like to the point where I wrote up a ton of house rules. I'll just have to see what happens with 4E.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4036397, member: 5834"] [b]re[/b] If you send in your minions (which a Pit Fiend has to begin with), then the coordinated use a Blasphemy or Mass Hold Person is a very good tactical option. You more than likely freeze the fighter and the rogue giving your minions time to damage them if not outright kill them. If it so happens the cleric in the party is a moron that didn't memorize [i]Freedom of Movement[/i] or [i]Remove Paralysis[/i], then your party is going to be in alot of pain. If the party is prepared in advance for the Pit Fiend, they might already have [i}Freedom of Movement[/i] up, which means the Pit Fiend is going to have use a few [i]Greater Dispels[/i] while [i]invisible[/i] to strip the party of buffs. If the party does not have see invisibility or counter invisibility magic available, then they won't see the Pit Fiend for quite some time as [i]Greater Dispel[/i] doesn't drop [i]invisiblity[/i] because it isn't an attack. This is just a small breakdown of how I plan encounters. I think about what the PCs are capable of and I build encounters appropriate. That means my monsters need options to make their plans work. The 3.5 Pit Fiend would be supported by minions capable of giving the PCs a good fight like a melee heavy fighter that could stand toe to toe with the warrior while the Pit Fiend dispelled, held people, and dropped a few fiery spells on the targets now and then. I wasn't having a lick of difficulty giving my parties a challenge. I may with this new Pit Fiend depending on how classes work now. But if classes are as limited as the above Pit Fiend, that won't make for a very interesting battle. For someone like myself who enjoys the move and countermove of tactics, then that only lessens the fun of the game. Less options equals less tactical combat. An Old Pit Fiend could even counter spells as they are being cast making the wizard think a little more before he just launches any old spell. How could a Pit Fiend not do this before? The force of your choice? He has but a few force options. Mass Hold Person or Blasphemy were ranged attacks that allowed it to use the force of his choice against vulnerable targets such as warriors and rogues limiting a major threat on the battlefield while his minions took care of the more mobile wizard and the healing cleric. The old blasphemy also reduced strength, which reduced the damage output of melee characters. A Pit Fiends flight ability already allowed it to circumvent melee. How is this a change from the old way? Are there no spells to counteract fire damage in 4E? 3.5 Wizards targeted by a Pit Fiend would die quickly, is that the not the case in 4E? Does the healer no longer have to stand close to the target they are healing? What you're saying makes no sense. The party doesn't spread out because a 3.5 Pit Fiend requires their focused attention to defeat. Does the 4E Pit Fiend only require the fighter to kill it? Can it be soloed by a single PC? Does the party no longer have to work in a coordinated fashion to defeat a Pit Fiend as it did in 3.5 E? They can just spread out and fight alone and survive? A party member like the wizard drawing the attention of said Pit Fiend would die quicker than a match in a windstorm if they spread out from the healer alone. Has this changed in 4E? My lvl 18 Sorceror/Air Elemental Savant had to run like a little girl when a Balor was coming after him alone. I can't imagine not being able to flee with a Balor porting right on top of me and having to go toe to toe with it alone. That is dead meat time for my character. Has that changed? Alreday did this. How does the wizard survive this? They couldn't survive this attack in 3.5 E? The can survive getting targetted and surrounded by devils in 3.5 E? It was the other party members providing the interference you claim the devil will have that allowed casters to surive in 3.5 E. The Persistent Image power was nice. I used illusions quite a bit in my campaign. I've watched [i]The Devil's Advocate[/i] and [i]The Prophecy[/i] as far as movies go. There isn't an enormous amount of literature involving devils and demons as the are used in DnD. I was more thinking in terms of monsters period. You don't see too many creatures that pop up out of nowhere. Even vampires have to move to where you are, even though they may do so very quickly. As I said, I used illusion spells to great effect. I also used hold spells to make an opponent stand still while it talked or to allow it to kidnap opponent without knocking it out. A pit fiend with a hold spell could kidnap a fighter or rogue very easily. I might use its Blasphemy power to freeze opponents for a round or two to allow its minions to escape. It depends on the encounter and who the Pit Fiend is working with. Greater Dispel magic is an extremely powerful tactical spell. I don't see how you could forget it. It can be used to strip buffs and counter spells. Very powerful spell that I used to great effect in support of its minions. Spell preparation is strategy, knowing when to use spells is tactics. Nothing. Recon is good in any game. Just a general critique. I would have liked to see a little more fluff with my crunch. But I'll see how customizable the new Pit Fiend is or what other options I have. From a pure combat perspective, this one is a little lacking. To put it in WoW terms, it's a pure damage encounter that requires good healing and enough DPS to keep up with the DPS of the monsters. If we have some means to counteract fire, that will help. At the moment I do not know the powers of each class. But just from looking at this Pit Fiend, it seems more limited than the 3.5 Pit fiend. I like some of the movement options. I've always felt that a person should be able to teleport and attack in the same round. I like that option. The Pit Fiend being able to call in minions and move them to a particular target is cool. I like that ability. I think it should be limited to a few times per encounter, but it is cool. I do miss the Pit Fiend having abilities that could be applied for non-combat encounters such as illusions, greater dispel magic, invisibility, and hold spells. These were nice spells for fooling players or having a Pit Fiend do something like kidnap a player to force the party to do a particular task. I also felt Pit Fiends should have disguise powers. I ran an encounter not too long ago with a wizard that scouted the party and caught the fighter alone. He imprisoned the fighter and then negotiated the fighters return if the party agreed to do something for him. I like those kinds of options. It makes for more interesting encounter scenarios. I'm going to give 4E a read. I like some of the stuff I'm reading. There's quite a bit I don't like. I'll just have to see if the ratio of like versus dislike falls enough on the side of like to change from 3.5 to 4 E. Andy Collins is by no means my favorite game designer. He's the designer that changed [i]Darkness[/i] to shadow, a change I deemed as the epitome of lame. He should have changed the spell name if he was going to change the effect to a useless one. What kind of game designer makes a spell change that makes a spell complete useless and doesn't have the foresight to see what he did? The [i]polymorph[/i] changes he introduced were sloppy and ill-conceived. So not real confident in Andy Collins ability to design a version of 4E that I will like alot. 3.5 E made some improvements I liked, but also incorporated some things I didn't like to the point where I wrote up a ton of house rules. I'll just have to see what happens with 4E. [/QUOTE]
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