rkanodia said:It does sound like it will go pretty fast. I could imagine it really being something as simple as, "Pick the level, category (minion/regular/elite/solo), and class (soldier/brute/skirmisher/artillery) of the monster you want to build. This gives you all the stats for the monster. If you want to vary them, here is a set of mechanics for doing that, or you can just keep them exactly as written and your players will never notice. The chart also tells you that you get to pick X standard actions, Y minor actions, and Z immediate actions from the table for the monster's special abilities. If you want to make up new ones, here's a rubric for what's appropriate. You can give the monster gear, but you don't have to, and it doesn't change the stats at all - it's just fluff." That would absolutely thrill me.
Agree, up until the last sentence. The idea that gear is a 'special effect' is really anathema. It means, for example, that gear-affecting power and abilities are either meaningless or have to be clumsily handwaved. If you don't know how much of the Ogres AC is his chain shirt, how much is his tough skin, and how much is his layer of caked on filth, you can't react properly when one of those things changes. The fact the pit fiend stat block doesn't break out 'armor from breastplate' and 'armor from being a devil' really bugs me.