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The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory
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<blockquote data-quote="humble minion" data-source="post: 4015125" data-attributes="member: 5948"><p>Odd little setting implication of this: for any non-pit-fiend devil, it's a distinct <em>disadvantage</em> to be fighting on the same side as a pit fiend, because he can blow you up at any time and you have no chance of resisting it. In fact, it a fight starts to go badly then such a devil would be entirely justified in deserting and running away before it gets exploded - although then of course it would be in all sorts of trouble if the pit fiend managed to survive and seek vengeance. And it would HAVE to, or risk being seen as weak by its remaining underlings. This is all in character, I suppose - the pit fiends have a measure of control over devildom due to fear, but mutiny stirs constantly under the surface.</p><p></p><p>It begs the larger question though - there's an awful lot of mention in the stat block of 'enemies' and 'allies', and these labels have very distinct game-mechanical effects (some of which are a little odd - a reason for allies being immune to the Aura of Fire is hard to visualise, to say the least). But there's all sorts of shades of gray between 'ally' and 'enemy' that this system might have problems with. Temporary 'enemy-of-my-enemy' alliances like the entire final third of Savage Tide? Spies who are, unknown to the pit fiend, pretending to be allies? Genuine allies under the mental control of enemies? There'll have to be a ruling on all of these or the whole business will be a mess. It could very plausibly could be the 'Alignment Wars' of 4e, even...</p></blockquote><p></p>
[QUOTE="humble minion, post: 4015125, member: 5948"] Odd little setting implication of this: for any non-pit-fiend devil, it's a distinct [i]disadvantage[/i] to be fighting on the same side as a pit fiend, because he can blow you up at any time and you have no chance of resisting it. In fact, it a fight starts to go badly then such a devil would be entirely justified in deserting and running away before it gets exploded - although then of course it would be in all sorts of trouble if the pit fiend managed to survive and seek vengeance. And it would HAVE to, or risk being seen as weak by its remaining underlings. This is all in character, I suppose - the pit fiends have a measure of control over devildom due to fear, but mutiny stirs constantly under the surface. It begs the larger question though - there's an awful lot of mention in the stat block of 'enemies' and 'allies', and these labels have very distinct game-mechanical effects (some of which are a little odd - a reason for allies being immune to the Aura of Fire is hard to visualise, to say the least). But there's all sorts of shades of gray between 'ally' and 'enemy' that this system might have problems with. Temporary 'enemy-of-my-enemy' alliances like the entire final third of Savage Tide? Spies who are, unknown to the pit fiend, pretending to be allies? Genuine allies under the mental control of enemies? There'll have to be a ruling on all of these or the whole business will be a mess. It could very plausibly could be the 'Alignment Wars' of 4e, even... [/QUOTE]
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The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory
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