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The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory


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So does a monster's damage in 4th edition have nothing to do with their Strength score any more? Is it just an amount that is determined by the monster's designer to be the appropriate amount of damage the monster should do, while the Strength is determined independently just in case Strength is relevant for some other reason, such as opposed Strength checks, etc.?
 

zoroaster100 said:
So does a monster's damage in 4th edition have nothing to do with their Strength score any more? Is it just an amount that is determined by the monster's designer to be the appropriate amount of damage the monster should do, while the Strength is determined independently just in case Strength is relevant for some other reason, such as opposed Strength checks, etc.?
Its damage is still determined by its strength -- 1d12 + 11 is (die for a large mace? Huh.) + (strength bonus for a strength of 32).

The number you see next to the strength score is its strength for purposes of skill-y things: climb checks, swim checks, maybe grapple checks or bullrush attempts. It's silly to break the "+11" out there because it will be needed so much less frequently than the bonus to skills.

Edit: Not as silly as still listing the "32" though -- it's not a problem for values over 10, where the "div 2, round down, subtract 5" rule is flawless; under 10, I always find myself having to doublecheck by counting by 2s down from nine. Just my fatal flaw, I guess!
 

zoroaster100 said:
So does a monster's damage in 4th edition have nothing to do with their Strength score any more? Is it just an amount that is determined by the monster's designer to be the appropriate amount of damage the monster should do, while the Strength is determined independently just in case Strength is relevant for some other reason, such as opposed Strength checks, etc.?
The clean (without the level bonus) Strength bonus is +11, so no, the Strength bonus is apparently still factored into damage.
 

One thing that I think is hinted at: weapons will only use one dice for damage. A large mace is basically a maul for a normal character, so we're probably looking at d6 for simple one handed weapons, d8 for decent one handed weapons, d10 for simple two handed weapons and awesome one handed weapons, d12 for full on two handed weapons.
 

Chris_Nightwing said:
One thing that I think is hinted at: weapons will only use one dice for damage. A large mace is basically a maul for a normal character, so we're probably looking at d6 for simple one handed weapons, d8 for decent one handed weapons, d10 for simple two handed weapons and awesome one handed weapons, d12 for full on two handed weapons.
I've been thinking the same thing. Although now I wonder: what if the pit fiend was using a 2-hand weapon?
 

A thought on the slide ability:

Possibly it's termed "slide" because you need line of effect? It's not really a teleport, but, you move from point A to point B instantly, so long as you have line of effect?
 

Khaim said:
Even so, it's possible that resistances work more like SAGA's shields than 3e's resistances. That is, enough damage in a short enough time can punch through and slowly deplete your fire resistance. Between the 15 automatic fire and the d12+11 from his mace, getting 30+ fire damage in a round isn't hard: he just has to hit.
I can't see tracking total fire damage in a round (especially across all attacks from all the PCs) separate from all other damage being a very smooth mechanic. Makes much more sense that it's per attack. Also, I wouldn't like it if, as the SAGA shields, once Fire Resistance takes X damage, it's simply gone for the rest of the encounter.
 

DaveMage said:
I'm not seeing anything from this preview to port to my 3.5 game.

Anyone staying with 3.5 see anything interesting that I may have missed?

Nope, the 4th Pitfiend is soooo boring! It is slightly more intriguing than a Goblin Adept.

And this Monster, this Pit Fiend, is the elite of Hell?
This is from the Monster :Demons & Devils article:
Devils work to gain influence in the cosmos, especially among mortals in the world. They eagerly respond to any summons and readily form cleverly worded pacts. They plan and build to meet their needs, making and using all sorts of devices, tools, and weapons. A devil might be supernaturally potent, and it might possess incredible magic items, but its greatest assets are its shrewdly calculating mind and eternal patience. Devils want to impose a sort of order -- specifically theirs -- on the cosmos.

Huh? Where are the devices and tools beside the Mace? Incredible magic Items? My A@@!

Where is ANY mechanical implication that the Pit Fiend cn be a social encounter instead of being another speed bump for the PCs?

As for the "low damage output". Two Pit Fiends duelling against each other, just using their melee abilities will take an average of 30 rounds to kill each other.

This does not look good to me!
 
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Hussar said:
A thought on the slide ability:

Possibly it's termed "slide" because you need line of effect? It's not really a teleport, but, you move from point A to point B instantly, so long as you have line of effect?

This fits with the elf ability to make a '2 square slide'. I suspect everyone will be able to make a '1 square slide', the 4e version of the 5 foot step.
 

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