D&D 4E 4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher

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?
I will say that you are 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).
 

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Primal said:
I'm referring to the fact that D&D has always been a rules-heavy system that has encouraged gamist playing style. As such, it has a long legacy and all players have expectations about about what D&D mechanically and thematically is.
I sometimes wonder how uniform these expectations are. If WoTC have decided there is a market for a narrativist-leaning version of D&D, do you think they're doing it in ignorance/error? That is possible - but I think they might think that Ron Edwards is right, and that there is in fact more demand for non-simulationist gaming than many mainstream RPGs have traditionally catered to.

Primal said:
Trying to implement mechanical elements that would encourage narrativist play in D&D would be very tricky and the end result would probably not feel "like D&D" to most players.

<snip>

Shortly put, if you're trying to create or modify a gamist system so that it'd have mechanical elements that would encourage narrativist play, you really need to understand what you're going after thematically and mechanically.
Agreed to an extent on all points: it looks tricky, the 4e team seem to have thought carefully about it and tried to pull it of, and for some players (though I suspect more GMs than players in the strict sense) it does not (at least initially) feel like D&D.

At the moment I'm inclined to trust WoTC's judgement about market demand, or at least what the market (who will, afterall, mostly follow the brand rather than any particular aspect of rules flavour) can be led to enjoy. After June I guess we'll start to learn for real.
 

Lizard said:
There are no goblins, gnolls, hobgoblins, trolls, etc. There are 1 st level strikes, 4th level brutes, 6th level leaders, etc.
The 4e Oakhurst game I played showcased Kobolds who were able scuttle past PC defenses, set up impossible flanking maneuvers, snipe at the party then duck back behind cover, and die in droves.

They were more Kobold than any Kobolds we've seen in years.
 

Wormwood said:
The 4e Oakhurst game I played showcased Kobolds who were able scuttle past PC defenses, set up impossible flanking maneuvers, snipe at the party then duck back behind cover, and die in droves.

They were more Kobold than any Kobolds we've seen in years.

Are those things functions of being kobolds, or function of the specialist type? I may need to look over the monster stat blocks again; I didn't see where abilities were distinguished as 'racial' or 'training'.

What I'd like to see is something like 'the strongest orc brute of level X will always be stronger than the strongest kobold brute of the same level', or something else other than pure flavor text which makes it more likely for kobold specialists to be artillery instead of brutes, so that it seems that racial specialists evolve logically from the innate strengths and weaknesses of the race. (Str 16 goblins bug me, unless the goblin archetype has been seriously changed in 4e (it might have been))

In the game I was just in last night, in addition to the usual gnoll archers (minions) and a leader on a dire hyena (elite), we faced two with, of all things, flamethrowers (standard), with a nasty habit of exploding when you killed them. Gnolls don't use flamethrowers. This immediately became a plot hook, because we recognized (as individuals who live in a world and are familiar with the way things work in it) that Something Was Up TM. (As a side note, most of the fights I'm in or run in 3e feature different 'tiers' or 'roles' of the same monster, so the whole 'ZOMG! In 4e, you don't just fight a hundred identical orcs!' meme gives me a little eye-roll...did anyone play 3x that way? If so, what a pity...)

So if players encounter, in 4e, a kobold who throws boulders like a giant, I want them to think "Wow, kobolds are never that strong...this is probably a plot hook", not "Well, he's a third level brute, so his str is 16-20, DM probably just maxed it out and gave him boulder-throwing as a shitck."
 


Lizard said:
Are those things functions of being kobolds, or function of the specialist type? I may need to look over the monster stat blocks again; I didn't see where abilities were distinguished as 'racial' or 'training'.
Of course it's not in the stat block, that information isn't needed to run the monsters. It doesn't change the fact that it's not just the striker Kobolds that have shifty, all of them do, and most, possibly all, have trap sense, and no other monsters we've seen have that. One would expect that in the racial writeup, that, or a similar power, is a Kobold racial feature. All Hobgoblins have the extra save, and no other monsters we've seen have it. It doesn't need to be written in as racial as long as the Kobolds actually feel different to Goblins in a way they currently don't.
 

Fifth Element said:
Maybe not in your game. But there sure as heck do in mine.

From now on, that is. I have an 4wesome mental image.

They do in the one I'm playing in, the question is -- why and how? (Fortunately, my mount and I both saved when the gnoll went kaboom...)

But that's for an actual play thread. :) Point was, monsters acting "out of character" ought to be Big Honkin' Clues, not 'The DM rolled on the Random Monster Chart'.
 

small pumpkin man said:
Of course it's not in the stat block, that information isn't needed to run the monsters.

This is an important point. It would be silly to assume that the statblocks are the entire picture of each monster.

I would also expect the larger creature write-ups to satisfactorily cover what happens when a PC wants to use a goblin harpoon or a kobold stinkpot. I don't need that information in the statblock, but I will be very surprised if the information isn't provided. It is just too natural a function of play.

bramadan said:
Here I am with my simulationist hat on, taking Goblin Harpooner:

Fighter: Wow, that harpoon trick was awesome - may I do that if I pick the harpoon ?

Me: It is not really the harpoon that does the trick, it is knowing how to use it.

Now someone tell me why is this not simulationist ?

No, you did fine. Exactly what I would have done.

But apply the same approach to the kobold stinkpot and I'll find a different DM.
 

Lizard said:
They do in the one I'm playing in, the question is -- why and how? (Fortunately, my mount and I both saved when the gnoll went kaboom...)

But that's for an actual play thread. :) Point was, monsters acting "out of character" ought to be Big Honkin' Clues, not 'The DM rolled on the Random Monster Chart'.
Well right, but are the racial stat modifiers the only thing that make a monster act in character? You said earlier that:
Lizard said:
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.
The thing is, is it their stats that made them different? The Gnoll and the Orc both have +4 Str, medium size, and generally end up pretty similar. It's more of the racial flavor that says that Orcs should be brutal, Gnolls feral and Hobgoblins militaristic.

I hate to just compare it to previous editions, but similarly to your "axewaver" example, in 3e if you wanted fighters of three different races you could just go to the DMG, look up the NPC fighter at the right level and then apply the racial stat modifiers to all three. They even had the stat modifiers for common humanoids summarized in that chapter for your convenience. In 4e, you could presumably go to the "soldier" table, and then apply any of the abilities you saw in the Monster Manual that were shared across all the examples. Neither way is going to give you a monster that's flavored correctly for the race. That sort of thing relies on the DM applying some judgment.
 

pemerton said:
It does puzzle me why so many non-narrativist posters on this forum use "narrativism" as a label for GM-driven raildroading, which obviously has nothing to do with narrativism in the Forge sense (the only well-defined notion of "narrativism" that I'm familiar with).
Narrativism is mostly concerned with producing a "meaningful" story -- with exploring a theme though the game. I think that flips to "railroading!" for many simulationists -- a simulationist thinks that things in the game-world follow certain "laws of physics", as it were, and breaking those laws means the DM is trying to force you into something.

From a narrative standpoint, the rules of the world don't matter so much and can always be bent or even broken for the purpose of making the story better.

A concrete example from the Force article "Story now!" may make this clearer. He states that one example of Narrative overriding Simulation is a character applying some sort of "hero die" or "action point" where that die doesn't represent willpower, endurance, or any in-world mechanic, but simply means, "this is important to the plot and I really want it to work".
Another might be a player being told, "You can't do that" for announcing an action that kills the story -- such as refusing to interact when the story requires that he bring up some important information.

So yes, a simulationist would likely see a narrative as "rails". To a simulationist, it's anathema to say that geographical features move around to suit the story. It's stupid, to him, to say that no matter which way the players decide to go, they run across the same set of ancient ruins. To a simulationist, if the players don't go east and search the ancient city of Bael-Turoth, they'll never advance that plotline -- but that's okay, they'll eventually find something else interesting to do.

By contrast, a narrativist wouldn't accept the story stalling simply because the players went the wrong way at the crossroads. He either makes that crossroads decision a "but thou must!" event* that gives you the same result no matter what you choose, or else he decides to add events somewhere else that will drive the PCs back to the ruins they were supposed to go to.

However, you're right in that being "Story oriented" doesn't necessarily make you narrativist; narrativism is primarily a focus on exploring a particular theme or concept. Vampire example: You must kill others to live. How do you deal with that? Do you try to resist the temptation and do everything in your power to find a different solution (or failing that, kill as little as possible)? Do you off yourself, knowing that you're a monster? Do you revel in being a monster, slaying without remorse because you're clearly a higher form of life and humans are just cattle?


A simulationist would probably see most narrativist play as rails -- but not all railroading is narrativism. It's the reason behind the railroading that determines that.

None of the three playstyles are inherently better than the others. A narrativist wants to explore some conceptual space, and isn't going to let realism or fairness get in the way of that. (He's likely to let one character die and later have another live in nearly the same situation, because it was good for thematic reasons, for example.)


* "But thou must!" comes from the original Dragon Quest game (AKA Dragon Warrior), where the princess asks if she can come with you on your journey (which will lead to important plot events later). You have the choice of saying "YES" or "NO", but picking NO simply causes her to say, "But thou must!" and you get that same choice box again. You can't continue with the game until you agree.
 

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