Pinotage said:
. A gnoll marauder still hits you with its weapon, as does the 3e gnoll with the same weapon. 4e and 3e are different, and their playability is different, but mechanically the monsters are still very similar.
Pinotage
I tend to disagree. From playing around with the monsters in 4E with the playtest characters, they really do play differently. Moreso than simply adding a feat to the 3E version.
Example:
Gnoll Claw Fighter Level 6 Skirmisher * XP 250
Medium Natural Humanoid
Initiative: +7
Senses:
Perception +6;
low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile melee attack
M Claw (standard; at-will)
+11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below
M Clawing Charge (standard, when this creature charges; at-will)
The gnoll claw fighter makes two claw attacks against a single target when it charges.
M Mobile Melee Attack (standard; at-will)
The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn't provoke opportunity attacks when moving away from the target of its attack.
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll claw fighter's allies adjacent to it.
Alignment: Chaotic evil Languages: Abyssal, Common
Skills: Intimidate +3
Str 19 (+7) Con 14 (+5) Dex 15 (+5) Int 9 (+2) Wis 12 (+4) Cha 7 (-1) Equipment: leather armor
VS
Gnoll Marauder Level 6 Brute
Medium natural humanoid XP 250
Initiative +5
Senses Perception +7,
low light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
m Spear (standard; at-will) * Weapon
+10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also
quick bite and pack attack
M Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it takes a bite attack against the same
target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee attacks
against an enemy that has two or more of the marauder's allies
adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+3)
These are both Gnolls yet in play, they act differently moreso than simply giving one gnoll a bow and another gnoll a sword. Its more than just adding a feat which I agree anyone could do, but actually rejigging the monster to best utilize that feat which is what I tended to have a problem with or simply forget in 3.x. The gnoll in 3.x only has a DEX of 10 meaning if I just ignore DEX requirements for feats, the fact that the std creature is designed for one style of combat, it is really hard to change it for a differnt style.
I like this. I like that the common monsters (the ones you meet multiples of) have different members of their society so my players always will have a different feel for combat.