Doug McCrae
Legend
Evil flumphs?!! Now the world is doomed.Knight Otu said:But... but... they're supposed to lawful good!Have the flumphs deceived us all?
Evil flumphs?!! Now the world is doomed.Knight Otu said:But... but... they're supposed to lawful good!Have the flumphs deceived us all?
If you want a different range, change the level. Easy! And as a player you'll never be sure the DM hasn't put you up against a dragon 3 levels above the party.Kraydak said:Describing lots of different fluff is fun for awhile, but you will rapidly get bored with that game and become frustrated with the narrowness of the special abilities and stat ranges allowed.
Mouseferatu said:Clark, welcome to the dark side. We have ale and whores.
I think you're starting to get a sense of how much stuff I've wanted to tell you about, but can't.
This, to me, is a major strength of 4E. I'd much rather a game that does what it's intended to do excellently than one that does everything adequately.
Sure, there's room in the middle, and I'm not saying that 4E has found the "perfect" sweet spot. But I like and support the intention.
I am not that sure about the range of viable encounters. Doubling the number of monsters might be too much, but there still seems some leeway. From what Noonan described, it looked to me as if good tactics can affect the difficulty of an encounter more then in 3E - at least compared to the influence of the monsters. (Though if people learn how to optimize their tactics quickly, this might become neglible?)Kraydak said:I am going to embrace a countervailing opinion: in 4e monster design flexibility is going to take a nose-dive. As I realized when posting in the Noonan playtest thread, because 4e PCs cannot nova, the 4e xp/monster system *has* to be more accurate than the 3e CR system (math-wise they are the same, there is no quantum leap in game design). This means that monster design will be straightjacketed. Rapidly people will go: oh, its an artillery foe, I wonder what (very short duration, minor effect) debuff this one will have? Sure, the *fluff* will vary wildly, but the mechanical effects? They will be clones of one-another.
Describing lots of different fluff is fun for awhile, but you will rapidly get bored with that game and become frustrated with the narrowness of the special abilities and stat ranges allowed.
[B]Erinyes Level 8 Artillery
Medium immortal humanoid (devil) XP[/B] 350
[B]Initiative [/B]+8 [B]Senses [/B]Perception: +7, darkvision
[B]HP [/B]68 [B]Bloodied [/B]34; [I]Also see cold vengeance[/I]
[B]AC [/B]19 [B]Fort[/B] 16, [B]Ref[/B] 18, [B]Will [/B]17
[B]Resist [/B]5 cold, 5 poison
[B]Speed [/B]8, fly 8
[B]r Longbow [/B](standard, at-will)[B] * Weapon[/B]
+8 vs. AC; 1d10+2 damage; Range 20
[B]R Arrow of Vengeance [/B](standard, at-will)[B] * Weapon[/B]
Targets a marked creature or a creature that dealt damage to a devil
this encounter;
+10 vs. AC; 1d10+6 damage; Range 20; requires bow
[B]R Binding Arrow [/B](standard, encounter)[B] * Weapon[/B]
+8 vs Reflex; 1d6+2 and immobilized (save ends); Range 20; requires bow
[B] Cold Vengeance[/B]
The erinyes' weapon attacks deal +1d10 cold damage while it is bloodied.
[B]Alignment [/B]Evil [B]Languages [/B]Supernal
[B]Skills[/B] Intimidate +11, Religion +9
[B]Str [/B]14 (+6) [B]Dex [/B]18 (+8) [B]Wis [/B]16 (+7)
[B]Con [/B]14 (+6) [B]Int [/B]12 (+5) [B]Cha [/B]16 (+7)
[B]Equipment[/B] Leather armor, longbow
I completely agree with this statement.Mouseferatu said:I'd much rather a game that does what it's intended to do excellently than one that does everything adequately.
So you want monsters to work as opponents and allies and player character races simultaneously? You want the moon on a stick, you do.Kamikaze Midget said:There's a lot of believable scenarios in which a mosnter that is designed to be a deadly encounter suddenly gets used to the player's advantage (they team up with it, or someone decides they want to play as it, or they make the monster teach them their super-special attack). As a DM, I want to be able to SAY YES to these without (a) unbalancing my party, or (b) inventing a whole new tool and somehow retconning the existing tool and the new tool to be the same thing.
The 4e monster retains all the 3e-style game-world interfaces such as the six attributes and so forth. In fact the stat blocks are extremely similar, the main difference is the way one arrives at the numbers.Part of the issue with the tool analogy is that a monster is so much more than a single-purpose implement. It is, by it's nature as a creature in the game-world, a multi-purpose implement. There are multiple intentions. If the siloing is so strict that it only serves a single purpose, it doesn't do it's job as a monster very well.
Kraydak said:Describing lots of different fluff is fun for awhile, but you will rapidly get bored with that game and become frustrated with the narrowness of the special abilities and stat ranges allowed.