This means "not the same rules" to me. I don't think that I can accept "if they do use the same rules, make it clear that they don't follow the same rules."If they do use the same rules, make it clear that there are powers that the NPC/monster can have that the PCs cannot get.
Agree. But this should have EVERYTHING to do with story reasons and nothing to do with mechanical preconceptions.1. I want to be able to say that Hrarg the Metal Lord has a cybernetic arm that shoots lasers, I don't know where it comes from or how he got it, and the PCs are (probably) not going to be able to build one of their own.
I don't believe a system can be designed to be good enough for my personal standards and still meet this goal. And since I already have strong system familiarity and can do this on the fly for a solid system now, stepping down from that standard would be a major negative.2. I want to be able to build NPCs on the fly - in my head if I have to - with only a little bit of system familiarity. NPCs should be simple when it comes to their interactions with the rules.
The NPC's AC should be a function of the NPC as a narrative character.3. I want to be able to justify the numbers the NPCs have. If a human has AC 22, appropriate to a PC wearing magical plate, the NPC should have a similar level of protection.
I'm fine with having averages and ballpark default by-level guidelines. But I am completely opposed to the idea that the reward of any specific encounter be in any way tied to the challenge presented by that encounter.4. I want to be able to trust that the challenge provided by the NPC is what the book says it is, so that any reward system based on overcoming challenges will work.
Agreed.5. I want NPCs to kill and be killed in other ways than HP loss.
OK by me6. I want a table that's awesome - better than what I can find for free on the internet with 5 minutes of work - to come up with NPC motivations on the fly.
7. I want a section devoted to strategic aspects of the NPCs. Not all NPCs, but I want to know how long it takes Englebert the Dread Necromancer to raise a dozen skeletons, and what he needs to do so.
8. I want monsters classified by environment so I can easily make wandering monster tables.
9. I want to know how many monsters are in a lair, if they are the kind to gather and organize.
1. Agree. But this should have EVERYTHING to do with story reasons and nothing to do with mechanical preconceptions.
2. I don't believe a system can be designed to be good enough for my personal standards and still meet this goal. And since I already have strong system familiarity and can do this on the fly for a solid system now, stepping down from that standard would be a major negative.
3. The NPC's AC should be a function of the NPC as a narrative character.
4. I'm fine with having averages and ballpark default by-level guidelines. But I am completely opposed to the idea that the reward of any specific encounter be in any way tied to the challenge presented by that encounter.
The simplest option is just to provide a table for monster attack/defense/damage/hp values, with some guidelines for nudging it.
Oh, you're fighting a level 12 dire donkeyhorse? That's +12 attack bonus, 15 hp, deals 1d8+12 damage per hit, and has an AC of 12. Want it to be especially quick? OK, maybe it's AC is 14.
[...]
So the Monster Manual would have that handy-dandy chart, and might list several creatures, not by stat blocks, but by fluff/story/flavor info. The difference between a goblin and a bugbear isn't the stats, it's the story.
The rules should permit PCs to do anything NPCs can do and the reverse as well. This thread is about rules. In 4E there are differences on the mechanical side that treat PCs and NPCs differently. I am opposed to that.1. I think I agree, but I'm not sure. Do you mind going into more detail about the differences?
Be fair now.2. What would you lose by having something simple enough to build on the fly or in your head?
Why do the players need to know? Isn't "Steel covering the entire body, with few weak points" everything they need?3. I agree. I think a table of ACs based on narrative considerations - "AC 18: Steel covering the entire body, with few weak points" - would be my preference. Not only because it's simple but also because it's easy to give players information about what AC they are facing.
Sounds like there is a huge difference here. Characters in stories don't choose between the troll with a bag of 750 gp or the 7 orcs with a bag of 500 gp or a the necromancer with a magic sword.4. I think this is a big disagreement, unless I misunderstand you. I think it's a question of what the goals of the game are. I'd prefer it if the game gave the players a choice of how much risk they were willing to face, knowing that the greater the risk, the greater the reward.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.