Benimoto said:
While it's useful to wonder about the monster's part in the world, and how it got so far in life without the treasure it has, I think almost any system will break down eventually when examined in this fashion. After all, assuming you run a fairly standard campaign, why do the PCs face so few fights against equal odds? An even stricter sense of verisimilitude would dictate that the PCs regularly face opponents of equal skill, in equal or greater number, with roughly equal amounts of equipment. In such a system, the PCs' wealth resources would double with every encounter, yet they would fairly regularly find themselves overwhelmed or dead.
Isn't that what 3e had a lot of?

But yes, it's the nature of verisimilitude to break down at a certain point, though where that point is varies beteween groups, largely depending on how inquisitive your players are. I tend to have and encourage inquisitive players, because a large amount of the fun of D&D for me is creating a world with my friends, and if they don't ask questions, and I don't have answers, we don't get a whole lot of world created.
I'm genuinely curious as to what difficult questions you're anticipating. And as a separate question, what tools does the 3rd edition system give you for backstory and place in the world?
The thing that leaps first to my mind is the 'useless' skills and feats from 3e. If I know how well a Centaur can do macreme (to use an absurd example), that means I can make macreme an important part of centaur life and personality, and that if the players don't want to kill them wholesale, they can perhaps challenge them to a macreme competition. Similarly, if the horrid abomination from beyond the stars has 5 ranks in Religion, I know this creature is a scholar of the metaphysical and so wouldn't be as out of place as it might seem answering the cleric's request for a planar ally.
The questions I'm anticipating are along the lines of "How can this ogre do so much damage when the last one we faught couldn't!" or "Wow, why don't powerful fiends of temptation have any gold?" or "Hmm...this gnome seems very knowledgable. I approach him offering a position at the local wizard's college!"
As a DM, I want tools to be able, on the fly, to allow these interesting questions, and to validate them with satisfying answers that aren't just hand-waved excuses to get the game back 'on track.' I want the players to be able to change the track. If the ogre does more damage, I want to be able to instantly create a whole tribe of drug-using ogres that use plants that enhance their strength, but make them reckless that the players can investigate (and even use the drug themselves!). If the devil doesn't have much treasure, I want the PC's to be able to follow the records to the devil's supported leaders in the local government, agents they thought they could trust. If the professor of Esoteric Studies wants to make the gnome his new Junior Chancellor of Illusion and Mischief at the local Wizardly University, I want to be able to allow that to spin into new plots.
Removing some of this 'useless' detail means that I have less random hooks to hang bits of information from. I can understand and sympathize with the need to streamline, but I need to be able to put complexity back in on the fly, without preparing for it beforehand. I might need to tinker with 4e's way of doing monsters and NPC's quite a bit to achieve the results I'm looking for.
rkanodia said:
I see. I guess I was not so worried about the last part - the skills as presented were enough 'out of combat' stuff for monsters to be doing for me, and 'monsters as PCs' doesn't come up much in my game world - though it would be nice if it could! I am still actually somewhat skeptical on that front - after all, this board has had endless discussions about powers that are 'OK for a monster, but game-breaking for a player'.
A lot of this boils down to stuff that's very powerful for one encounter, but isn't a problem if it's only present in one encounter. Though the 4e team went in a simpler direction, I don't believe finding a happy middle ground is entirely impossible. 3e was too heavily into the identical mechanics, but 4e might be too heavily into 'whatever works, however you make it work.' Then again, maybe the guidelines will be robust enough to handle it.
mach1.9pants said:
tell your players to stop being so picky

But once you know the system I would hope you can easily do 'on the fly' explanations of the the 'fudge factor/wiggle room' used. Especially if monsters have access to things that PCs don't and never will under standard rules. But yes you will have to accept a lot more ''his AC is this because his AC is this" if you want quick generation.
Hey, I like my picky players.
I'm not entirely satisfied with the results. Probably satisfied enough to be able to tweak the rules enough to meet my needs, but I do think they could find a better middle ground. Still, maybe some 3rd party will do it, or maybe I'll just publish some rules about it. And maybe I *will* be totally satisfied when I see everything in context, because it definately seems that the team is at least aware of players and DMs like myself, even if they are catering more to a more direct crowd.
one more post, to break it up a bit...