mearls said:
For monsters, things might be a little trickier if you want to account for all the numbers. You might give your level 18 demon a suit of plate and find that his AC is a little lower or higher than you want. In that case, you can either accept some wiggle room and change the number or find some reasonable explanation (the guy wears plate, but his AC is a little higher than expected because he has thick skin; you give him a shield or a couple of feats) or tinker with his attributes.
In any case, you can still simply create NPCs. The abstracted "NPC skill bonus" is designed to allow them to use normal equipment and end up with reasonable numbers. We want to avoid a game where the PCs cart around huge piles of +1 and +2 armor and weapons looted from their foes. It messes up the standard rate of treasure and can lead to some absurd game world questions.
For instance, an ogre might do more damage and have lower accuracy than you expect based on his level, Strength score, and weapon. This reflects the ogre's wild but powerful swings. We essentially built Power Attack into his stats.
The really, really important thing with the system math is that it is all a guide. As a DM, it's up to you to decide how and why you want to tinker with stuff. The key lies in paying attention to the expected numbers, looking at your creature in light of those, and thinking of tweaks you can make to create a balanced package. Maybe you design an ogre gatecrasher who does a bit more damage than normal for his level, but you drop his AC or attack bonus a couple points to compensate.
Ideally, DMs will see the guidelines that they can use, abuse, and bend all they want to create the effects they are after. The thing that makes me happy about this system is that it "telescopes" to fit the DM's needs. You can spend as much or as little time building these guys as you want. If you need something quick, you can pull out the baseline numbers and use those. If you want to spend a while sculpting an NPC or monster to do something weird and interesting, you can dive into the system and do that.
I hope that the system provides a nice middle ground between a rigid mechanism and hand waving. There are rigid mechanisms in place, in that we crunched the math, created baselines, and built rules to get you to those baselines. However, those mechanisms are built to serve the end result. If you know that a level 8 monster should do 12 damage per hit on average, the game doesn't care whether you get that 12 via an arbitrary 2d8+3, or if you decide to give the guy a greatsword and a 20 Strength to make his damage 2d6+5. If you choose to make the guy's damage above average for his level, you know ahead of time that the guy hits harder than expected and can either design around that or just tell the players to suck it up.
The game basically says, "You're the DM. You decide, based on your campaign and your personal tastes, how you want to achieve these ends. It isn't our place to dictate that sort of thing to you."
(I deleted some things to avoid over-quoting; I left just the parts I wanted to address...)
OK. I've run into the 'loot the bodies' problem in my own games (gods, have I!), but abstracting out equipment to a vague 'NPC bonus' just slams right into my willing suspension of disbelief. It also leaves me with issues regarding equipment-affecting spells, abilities, and tactics -- if I just describe an ogre as "Wearing a battered breastplate", and someone removes that somehow, his AC ought to go down, and if the MM entry for "Ogre" likewise includes "assumed equipment", I don't know how much is breastplate and how much is ogre hide. "Wing it!" says the peanut gallery. Yeah, I can, but today I decide it's +3 and tomorrow I forget and it's +4, and that kind of inconsistency IS noted by players and further handwaving about "Uh, these are the rare ironhide ogres of the northern passes, yeah..." just muddies the waters more. 3x's wall-o-numbers that broke down every factor in AC, to-hit, damage, etc might have been overwhelming, but they were damn useful in real play.
I much prefer "Feat

ower Attack" to "building power attack into his stats", at least if that's not somehow made explicit. I understand you don't want to give monsters feats in 4e, but mechanistic systems like "Trait:Wild Attacker. +2 damage/-2 to hit", as something I can bolt on to any monster (and which is explicitly noted as pre-bolted to the Ogre) works better for me.
I suppose my confusion is about whether, in game terms, equipment is "flavor text" or "real". That is, if I say "Monster X does Y damage", it doesn't matter if I describe him as having a greatsword, a maul, or a rabid weasel on pole; it does Y damage. But for the PCs, in turn, the weapons DO matter (i'm guessing...). If a PC is "expected" to do 10 points of damage/round at his level but decides he wants to use a rusty dagger, he will, I'm guessing, do less damage than anticipated.
I dunno. I love Hero System, which is much the same thing -- I can build a 4d6 AP HKA and call it a wooden toothpick, but it seems very odd in D&D, which was always more simulationist. (Remember weapon type vs. AC? Good times, good times...)