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4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher
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<blockquote data-quote="Cadfan" data-source="post: 4111313" data-attributes="member: 40961"><p>Yeah, you're misunderstanding it.</p><p></p><p>Races are back with a vengeance. In 3e, humanoid monster races were ability modifiers plus maybe darkvision or small size.</p><p></p><p>In 4e, races come with</p><p></p><p>1: All the stuff races had in 3e, except that rules like "orcs are strong but dumb" is now something the designer is intended to apply rather than something mechanically added to a base set of stats derived from an NPC character class (technically a bad example as I bet orcs are playable in the monster manual and probably DO have official stat modifiers, but its your example and I'm sure you get the idea).</p><p>2: Racial powers designed to affect the tactics used by the monsters, and the tactics that work against the monsters.</p><p>3: Pre statted out specialists of each race that add specific flavor and tactics, further ensuring that fighting different monsters <em>feels</em> different.</p><p></p><p>I hated humanoid monster races in 3e. It was such a shallow system. First, you fight kobolds. Then you fight goblins. Then you fight orcs and/or hobgoblins. Then you fight bugbears. You just moved up the ladder, and everything felt exactly the same as the critter before it, except for hit die and whatever context your DM added.</p><p></p><p>Now, instead of just telling you "hobgoblins are militaristic," and hoping that the DM can pull something off, you've got actual stats for militaristic units hobgoblins. Instead of just saying "kobolds use hit and run tactics," kobolds have actual hit and run <em>abilities</em>.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4111313, member: 40961"] Yeah, you're misunderstanding it. Races are back with a vengeance. In 3e, humanoid monster races were ability modifiers plus maybe darkvision or small size. In 4e, races come with 1: All the stuff races had in 3e, except that rules like "orcs are strong but dumb" is now something the designer is intended to apply rather than something mechanically added to a base set of stats derived from an NPC character class (technically a bad example as I bet orcs are playable in the monster manual and probably DO have official stat modifiers, but its your example and I'm sure you get the idea). 2: Racial powers designed to affect the tactics used by the monsters, and the tactics that work against the monsters. 3: Pre statted out specialists of each race that add specific flavor and tactics, further ensuring that fighting different monsters [I]feels[/I] different. I hated humanoid monster races in 3e. It was such a shallow system. First, you fight kobolds. Then you fight goblins. Then you fight orcs and/or hobgoblins. Then you fight bugbears. You just moved up the ladder, and everything felt exactly the same as the critter before it, except for hit die and whatever context your DM added. Now, instead of just telling you "hobgoblins are militaristic," and hoping that the DM can pull something off, you've got actual stats for militaristic units hobgoblins. Instead of just saying "kobolds use hit and run tactics," kobolds have actual hit and run [I]abilities[/I]. [/QUOTE]
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