JoeGKushner said:
To me, this is backwards thinking.
I was just having the exact same reaction as I was reading the front page.
The idea that I'll get one stat block if I make up a minotaur NPC using the hypothetical PHB write-up and a different minotaur stat block if I make up a minotaur using the material in the Monster Manual just sounds ridiculous to me. It's not particularly useful.
Mouseferatu said:
I'm the exact opposite. I thought the notion of designing monsters and PC races the same way was a good idea when 3E first came out, but the last eight years convinced me I was wrong. It straightjackets the designers, in terms of monster design, and is also partly responsible for the constant growth of the monster stat block.
I think this has been true in 3rd Edition, but only because of the way the designers have approached the method of handling non-standard PC races. The scorched earth approach of "if they have ability X which the PCs aren't supposed to have until level Y, so we'll give them a level adjustment = (Y - HD)" is sloppy and leads to the problems you're describing.
But you don't have to do it that way.
There are more elegant ways of handling that scenario. And alot of them would contribute to solving the "christmas tree of magic items" phenomenon the designers want to get rid of.
So I agree with Joe. Fix the problem, but don't throw the baby out with the bath water.
And this is also a critique I voiced in my blog (see .sig) regarding the current design ethos at WotC: They spot a legitimate problem and then solve it in a way that doesn't make any kind of sense to me. (See, also, Mearls' write-up of the rust monster and Noonan's comments regarding non-combat abilities for monsters.)
1. Make all HD equal. The easiest way to achieve this is to have monster HD equate to a level in their type (animal, aberration, etc.).
2. Give me a unified system for figuring out what effect abilities have on the power balance of an encounter. In the current edition, this is best handled by the wealth-by-level guidelines. In 4th Edition, it could be something else. But whatever the case may be, this way when I give a monster more abilities than their "level" supports, I know what effect it has on their power level. And if I ever need/want to play that monster as a member of the party (either as a PC or a cohort or a minion or a special mount or a familiar), the information is truly interchangeable.
In this system you can design any monster -- purpose-designed monsters -- by giving them the appropriate number of base "levels" (i.e. Hit Dice) and then selecting or creating the appropriate abilities for them to flesh out the design.
To sum up: The problem with the current system is that it pretends to treat monsters the same way as PCs -- to make them interchangeable. But, in reality, they frequently AREN'T. And even when they
are, they still suffer the balancing issues inherent in the 3rd Edition multiclassing rules. (So when you add a single level of sorcerer to an ogre or a 5th level fighter, you don't end up with a character who's as challenging as an ogre with a level of fighter or a 6th level fighter.)
You fix this problem by actually making them interchangeable components. You don't solve it by concluding that, since it didn't work
perfectly in 3rd Edition, it shouldn't be done at all.
Henry said:
I've often said it before and still maintain it -- DMs and players need two separate sets of rules, because they have two different goals. The player's goal is to manage one character to the pursuit of fun. The DM's goal is to manage dozens of characters as well as plot elements to the pursuit of fun. As long as the mechanics meet the two sides in the middle, then I have no problem with DMs not having to manage NPCs the way PCs are managed. If 4E can successfully pull it off, then I'm interested.
The way to handle this is to give DMs and players different tools for manipulating the same bits of information.
For a 3rd Edition example: Players like to be able to spend every skill point because it gives them a lot of control over the exact make-up and design of their characters. This is time-consuming, but -- as you note -- a player only needs to worry about the design of a single character and the control is worth the time.
DMs, on the other hand, need to stat up dozens of characters. The time required to spend every skill point becomes a huge hassle.
The solution here isn't to say, "Well, let's ditch the skill system." It isn't even, "Let's ditch the skill system for NPCs." Or, "Let's have NPC skills work fundamentally differently from PC skills."
The solution is to say to the player, "Spend your skill points and achieve detailed results." And to say to the DM, "Pick a number of class skills equal to X + the character's intelligence bonus. Their skill bonus is equal to the max ranks in a class skill."
And you can do even better than that while (a) giving the players even more control and (b) giving the DM even simpler tools for achieving the same results.
MerricB said:
Here's an example of something I think made monster design in 3e more complicated: Feats.
Why do monsters have feats? Because they have to work the same way as PCs. What do feats provide? A bunch of abilities that...
(a) someone will forget to calculate into a statblock (so many examples of this in later MMs with Weapon Focus).
(b) the DM has to suddenly look up at the table, because they allow the monster to do something not spelt out in its statblock.
It's ok for feats like Power Attack or Cleave, which are so common that everyone has. But, do you remember what Awesome Blow does? I don't, and I've run a lot of D&D. It's a lot easier just to give the monster the Awesome Blow ability because it makes sense, and write it up in the statblock as such.
I don't understand this argument in the least. I discuss this in some detail on my blog (again, see the link in my .sig), but here's the highlight:
"The problem is that Noonan is fallaciously conflating two types of utility:
(1) Spell-like abilities make it easier to use the rules because, as your familiarity with the rules for various spells grow, you will gain greater and greater mastery over a larger and larger swath of the ruleset.
(2) Putting all the information you need to run a creature in the creature's stat block makes it easier to use the creature because all the information you need is immediately accessible (without needing to look in multiple places, which also ties up books you may need to be using to reference other information).
There's no need to jettison utility #1 in order to achieve utility #2. The correct solution is to use spell-like abilities and list the information you need regarding the spell-like ability in the creature's stat block."
Replace the words "spell-like abilities" with "feat" in that passage and you get the same result.
Justin Alexander
http://www.thealexandrian.net