Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The 4e Pit Fiend Revisited
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 4149601" data-attributes="member: 3146"><p>More fully understanding how the mechanics work, the pit fiend looks a lot more effective... however, I still don't like it. The essential problem that I have is that it exemplifies the so-called streamlined monster design that the designers have bragged about:</p><p></p><p>The pit fiend has very few options. You might expect the fight to go something like:</p><p></p><p>Round 1: move or teleport, infernal summons, point of terror, spend that action point for an extra action: pit fiend frenzy.</p><p></p><p>After that, the only questions for the pit fiend is whether it is going to use point of terror or irresistable command as its minor action and whether it would rather pit fiend frenzy or charge as its attack action. So, once you've got past the first round, the pit fiend doesn't actually have many interesting options. In short, not only is every fight against a pit fiend going to be the same, but almost every round of every fight against the pit fiend is going to see the pit fiend doing the same thing. Compared to the flexibility of previous edition pit fiends, that's very weak sauce.</p><p></p><p>Secondly, I shudder to think of the number of ongoing effects to keep track of. At a minimum, we're looking at two location based effects (the auras) to be kept track of each turn, and two ongoing damage based effects (fire damage and the weakening and poison) to be saved against each turn. Add in the various marks for all of the pit fiend's summons and the other monsters in the combat, and I'm guessing that you're going to end up with at least two ongoing damage/save effects per character per round and probably at least one aura and mark per character per round. That's going to be a lot to keep track of--even more so because it will change every round and as characters and monsters move. Now, maybe it won't be as bad as it looks as I work my way up to epic tier 4th edition (assuming I play the game at all which is likely but not guaranteed at the moment), but it looks to me like anyone who couldn't handle DMing high level 3.5 edition, shouldn't bother <em>playing</em> epic tier 4th edition.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 4149601, member: 3146"] More fully understanding how the mechanics work, the pit fiend looks a lot more effective... however, I still don't like it. The essential problem that I have is that it exemplifies the so-called streamlined monster design that the designers have bragged about: The pit fiend has very few options. You might expect the fight to go something like: Round 1: move or teleport, infernal summons, point of terror, spend that action point for an extra action: pit fiend frenzy. After that, the only questions for the pit fiend is whether it is going to use point of terror or irresistable command as its minor action and whether it would rather pit fiend frenzy or charge as its attack action. So, once you've got past the first round, the pit fiend doesn't actually have many interesting options. In short, not only is every fight against a pit fiend going to be the same, but almost every round of every fight against the pit fiend is going to see the pit fiend doing the same thing. Compared to the flexibility of previous edition pit fiends, that's very weak sauce. Secondly, I shudder to think of the number of ongoing effects to keep track of. At a minimum, we're looking at two location based effects (the auras) to be kept track of each turn, and two ongoing damage based effects (fire damage and the weakening and poison) to be saved against each turn. Add in the various marks for all of the pit fiend's summons and the other monsters in the combat, and I'm guessing that you're going to end up with at least two ongoing damage/save effects per character per round and probably at least one aura and mark per character per round. That's going to be a lot to keep track of--even more so because it will change every round and as characters and monsters move. Now, maybe it won't be as bad as it looks as I work my way up to epic tier 4th edition (assuming I play the game at all which is likely but not guaranteed at the moment), but it looks to me like anyone who couldn't handle DMing high level 3.5 edition, shouldn't bother [i]playing[/i] epic tier 4th edition. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The 4e Pit Fiend Revisited
Top