Majoru Oakheart said:
Monsters still have all the stats they did before(they still have feats, saves, skills, etc).
They will have the sams sorts of stats, yes. But I'm not sure they will have complete or total stats in the way that PCs do.
hong said:
The basic idea is that monsters will be designed for what, 99% of the time, they will be doing. The DM is supposed to make stuff up (with certain guidelines in mind) the other 1% of the time, instead of eating up prep time to account for it. If the DM cannot make stuff up 1% of the time, they should not be DMing.
That's not too far from what I've been saying. It suggests that in some cases the GM has to add to the stat block on the fly (eg by working it out as a social rather than a combat challenge).
Kraydak said:
DMs making stuff up can have problematic results, causes frequent inconsistent rulings, and, hugely important, eats into *game time*.
If the "making up" is deciding, on the spot, whether the orc in front of you is a skilled speaker or not, or whether his chain armour is +1 magic or +1 quality, then there is no danger of inconsistent rulings. Because these are not rulings, they are encounter design decisions.
Kraydak said:
More complete rules eats into prep time ONLY if DMs are designing their own monsters (in which case more complete rule designs have a distinct chance of saving time). MM monsters, being stated up by other people, cost a DM the same regardless of design principles
This claim has already been shown to be false - for example, using spell like abilities for monster abilities eats into playing time by necessitating cross-referencing.
Kraydak said:
Once you have decided to do a "full stat" monster design paradigm, tying it into the PC generation system costs little, and promises huge gains (monster PCs, long lived monster NPCs, templates/half breeds that work etc...).
This is obviously not true.
First, a monster can have full stats but still be generated in a very different manner from a PC, because its generation system is designed to serve a different metagame purpose (of generating a challenge, rather than a player vehicle).
Second, there would be obvious costs of going this way, such as ruling out Beholders and other creatures which will be the functional equivalent (in terms of useful actions available) to several ordinary characters.
Third, it's not obvious what the gains are. How is the game better off because multi-function monsters are excluded, and every opponent of the PCs is (in effect) a PC under the GM's control? There are other sorts of challenges which players cannot play in D&D - walls, for example, or poison needle traps, or the positive material plane, to name some environmental ones. Why is it important that every personal challenge (monster or NPC) be, in effect, a PC under the GM's control?
Kamikaze Midget said:
If Beholders only exist to challenge a party as a boss monster, the designers are artificially limiting what I should be able to do with a Beholder (which should include "playing one as a PC" IMO).
And, conversely, if Beholders were designed so as to be playable as PCs (and therefore to be limited to PC parameters of actions per round) than the designers would be (artificially? I'm not sure what that means here) limiting what I can do with that Beholder. In particular, they would be preventing me from using it as 4e will allow me to use it, namely, as the functional equivalent of ordinary characters.
The question is, which is the better set of limits? I think the designers are right to think building monsters to work well as monsters is a higher design priority than building monsters to work well as PCs.
hong said:
If building worlds is in fact your primary goal in buying RPG books, then perhaps D&D 4E indeed is not for you, given its emphatic shift from HEROization to Iron Heroization.
Agreed.