Wormwood said:
I agree---but I would rather that 4e makes mixing and matching monster attributes so simple that we see a dozen Frost Giants posted within a day of the MM's release.
Actually, building on that: I think 4e monster creation is going to be a lot easier. But, I think that 4e Monster Manual writing is going to be a lot harder.
Previously, Fire Giants and Frost Giants were extremely similar. I'm looking at their stats right now, and basically, if you take a Frost Giant, add a hit die, change everywhere that says "Frost" to "Fire," and change the weapon from Greataxe to Greatsword, you pretty much have a Fire Giant.
This is true of most humanoid races.
I don't think that's going to cut it in 4e. Look at the humanoids we have so far. They invariably have a racial power that defines them a bit and makes them more different from other humanoid races. They also tend to have built in cultural differences, in that the combination of builds for each humanoid, as a group, portray a specific style of fighting.
Creating these differences isn't that hard with the basic humanoid races, as a lot of them are pretty different in description, even if not in 3e gameplay. Kobolds, Goblins, Orcs, Hobgoblins, Bugbears, Gnolls... each has a distinct style. But I'm not sure that creatures who's primary difference in the past was element choice will have the same degree of design cues. Really, what DOES make a Fire Giant different from a Frost Giant with an extra hit die, a different element, and a new weapon? And not just one Fire Giant, the whole Fire Giant culture?
I'm sure someone can come up with something.
I just think it may be harder than it used to be due to raised expectations.