TwinBahamut
First Post
I will say that you are misunderstanding it.Lizard said:I think I'm grokking my real problem w/the 4e monster system.
Races stop existing.
There are no goblins, gnolls, hobgoblins, trolls, etc. There are 1 st level strikes, 4th level brutes, 6th level leaders, etc.
Want an "Orc Axewaver"? You don't look at the Orc and apply an "Axewaver" template. You look at the Brute stats, pick the ones you want, and call it an orc. Whereas with the 3x system, there adjustments to numbers based on race -- so even with an elite array, an orc rogue and a hobgoblin rogue will end up different -- from what I can tell, 4e begins with role/level, not race. Race is flavor text. The Orc Axewaver and the Hobgoblin Axewaver and the Gnoll Axewaver can all have 100% identical stats.
Or am I misunderstanding it?
Look at the Kobolds. All of them have Shifty and Trapsense as abilities (most of them, at least), and their unit tactics are built around them swarming their foes and flanking them en-masse while working alongside traps and special weapons designed to slow down their foes.
Different humanoid foes will have different powerful racial abilities, and the specific versions of those races will emphasize different "racial strategies".
The different stat boosts and abilities given to races in 3E were so small they might as well be negligible, and they certainly were not memorable, but in 4E that is different. Each race seems to have a core gimmick built into both the race as a whole and specific versions of the race, which makes each one stand out much more distinctly. What is more, I am willing to bet that the small details from 3E, like general stat differences, will still be in 4E (I doubt even the strongest of kobolds can match a front-line orc's Strength stat, and I certainly don't expect even a high-level kobold to be as strong as any giant).