Howdy Cailte!
Cailte said:
Sure - the designers have mentioned that if you want a Creature to have x Hp it has x Hp there isn't a hard and fast rule. Reverse engineering is thus going to be harder than in the past.
Its about game balance and making the monster do what you want through direct engineering of the creature rather than by following a pre-set formula.
But if the system itself is already robust enough then why make minor changes just for the heck of it!?
Lets for example, say all monsters gain hp as follows:
Lurker 3hp/level + Con score
Controller 4hp/level + Con score
Skirmisher: 5hp/level + Con Score
Soldier: 6hp/level + Con Score
Brute: 7hp/level + Con Score
Elite Monsters get double base (everything other than Con score), while Solo monsters get five times base.
Lets look at the monsters so far:
Spined Devil: L6 Skirmisher w. 15 Con = 45 hp
2hp difference
Pit Fiend: L26 Elite Soldier w. 27 Con = 339 hp
11 hp difference
Ice Archon: L18(?) Soldier w. 18 Con(?) = 126 hp
8 hp difference
Balhannoth: L13 Lurker w. 11 Con(?) = 50 hp
same
Immolith: L15 Controller w. No Con(?) = 60 hp
30 hp difference
Howling Hag: L7 Controller w. 17 Con(?) = 45 hp
same
Angel of Valor: L8 Soldier w. 15 Con(?) = 63 hp
8 hp difference
Death Knight: L13 Elite Soldier w. No Con(?) = 156 hp
76 hp difference
Vampire Vizier: L11 Elite Controller w. No Con(?) = 88 hp
13 hp difference
Now (Death Knight Aside and possibly the Immolith as well), why the heck wouldn't you stick to a simple system such as the one above, rather than (seemingly) arbitrarily shifting hit points up or down by a virtually irrelevant percentage?