italianranma
First Post
D_E said:Well, it's certainly simpler, but if that's the whole entry I don't like it.
1. As has already been noted, after his big first round he has nothing new to pull out.
2. He has no depth. He really has only one viable course of action: Get into aura range (or at least Teleport range) and fling mooks around.
3. Apparently energy resistance is much harder to come by in 4th, but if his fire attacks get negated he's got no backup plan. Mace, Aura, and Command all do fire damage.
4. No ranged attack. Unless "slides" turns out to be a poor choice of words, he's got nothing that can deal damage to enemies with elevation on him.
Can't say to much about the other points, but as far as no ranged attack goes he does fly and teleport, so I don't think he's necessarily helpless in that region.
As far as no non-combat mechanics, I too wondered why exactly Pit-fiends do what they do. Their power should be reflected somewhere right? But then again maybe the DMG will tell us to do what I finally learned the hard way: just make it up. I used to sweat these things when I prepared an adventure: If the mastermind villain needed a particular mechanic, I'd pour through books until I found the right combination of classes and items that allowed him to function as I wanted. But finally I learned not to sweat it and just make up what I needed. If the big bad guy lived in a flying castle, I didn't worry about where he got his food and water: he just did. It was magic. And if the players really needed to know a reason why something was the way it was, I had them offer a suggestion, and then I'd make a secret roll (against a DV of 0) and say that they were right.