Obryn
Hero
I don't find it disruptive at all, but this in an old debate I'm not interested in re-engaging. Suffice to say, I don't find this problematic and indeed I think it's awesome to break that symmetry and give NPCs unique and flavorful tricks. I consider it a strength of the system that adding on a power or two can give a monster the feel of a class, without worrying about inadvertently giving PCs overpowered spells, exploits, etc. I think pc/npc symmetry is a terrible expectation that has negative side effects which ripple through the entire system.I think monsters need a veneer of a class. If the PCs encounter an hobgoblin fighter it should feel like a fighter and not do a dozen cool things the party fighter can't do. If they fight an elf wizard it should feel similar to an elf wizard PC.
If classed monsters have unique powers it's... disruptive. Distracting. If NPC elf wizard can fire a force bolt that allows them to teleport at-will then why can't the player character learn that same spell?
You shouldn't be applying the full class rules (although that should be an option) but there should be a simple template system for giving a monster the feeling of a class, with assorted level bands.
Monsters using Core Rulebook spells is exactly what I said I don't want, though. That's the "spell lists in stat blocks" thing that I and others are saying is a deal-breaker.It's a hassle, especially when you mix in feats, spells, keywords and assorted unique special abilities.
I'm okay with core rulebook spells though. Because they're the same content as the PCs are using it's content I should know anyway, and after a little while you just become familiar with the common spells. You know what a magic missile or fireball does.
While it's convenient to have the full text in a monster statblock, having 2-3 unique snowflake powers for every monster was a huge headache for me during 4e. A dozen new powers to learn for each encounter, most of which will see a single use? Almost 40 for an entire adventure. Ugh.
Again, we'll have to agree to disagree about the monster/NPC self contained abilities. Because they are all in a simple and functional language pulling from a short, common list of effects, I find it far easier than referencing hundreds of spells which don't all distill down to this functional shorthand and instead work as 300+ self contained "keywords." It made prep much easier, and monster creation infinitely easier for me.