I'm going to arbitrarily look at ten CR 5 non-casters in the MM for both games. I'm going to ignore options coming from skill use or from basic functionality of the combat system. For 3rd Edition, I'm taking the first 10 monsters in the CR 5 listing and not listing any monsters with spells or spell-like abilities. (And I only did one elemental.) For 4th Edition I'm taking the top two creatures listed in each category for Level 5 creatures, except for controllers. (I also skipped the one Level 5 minion listed.)
3rd Edition
Achaeri (3): Claw/Bite, Black Cloud, Spring Attack
Animated Object, Huge (4): Slam, Blind, Constrict, Trample
Arrowhawk, Adult (3): Bite, Electricity Ray, Flyby Attack
Basilisk (2): Bite, Petrifying Gaze
Cloaker (4): Tail Slap, Moan, Engulf, Shadow Shift
Devil, Bearded (7): Claw, Infernal Wound, Beard, Battle Frenzy, Summon Baatezu, Telepathy, Power Attack
Dire Lion (3): Claw, Pounce, Rake
Elemental, Large Air (3): Slam, Whirlwind, Flyby Attack
Gibbering Mouther (7): Bite, Spittle, Gibbering, Improved Grab, Blood Drain, Engulf, Ground Manipulation
Average: 3.6 options
4th Edition
Blazing Skeleton (2): Blazing Claw, Flame Orb
Gnoll Huntmaster (3): Handaxe, Longbow, Pack Attack
Boneshard Skeleton (3): Scimitar, Boneshard, Boneshard Burst
Bugbear Warrior (Goblin) (3): Morningstar, Skullthumper, Predatory Eye
Greenscale Darter (Lizardfolk) (3): Club, Blowgun, Sniper
Slaad Tadpole (2): Bite, Chaos Shift
Dire Wolf (3): Bite, Combat Advantage, Pack Hunter
Fire Bat (2): Fiery Touch, Fiery Swoop
Dragonborn Soldier (4): Dragon Breath, Dragonborn Fury, Impetuous Spirit, Martial Recovery
Dwarf Hammerer (5): Warhammer, Shield Bash, Throwing Hammer, Stubborn, Stand Your Ground
Average: 3.0 options
This spot check would seem to confirm your suspicion, Imaro.
I think there are actually two divisions in play style being clumped together here:
(1) "All encounters should be perfectly balanced" vs. "a wide range of encounter difficulties makes for a dynamic play experience"
(2) "The DM is primarily responsible for the balance of play" vs. "The players control the balance of play"
I think this is the crux of our disagreement. I read: "We wanted our presentation of monsters to reflect how they’re actually used in D&D gameplay." And I read that to mean "this is how monsters are used in D&D". You, on the other hand, are apparently choosing to simply ignore that statement for your own convenience.
Because that statement is irrelevant to what I'm saying. If you kept saying, "Apples are red." I would similarly ignore that. I have nothing to say to it. Yes, apples are red. So what? WotC's designers are still espousing a design philosophy that NPCs only exist in the context of combat; and that design philosophy still has an impact on how their modules are being written.
Let's see if this can make it clearer: Even in a world where 4th Edition had never been designed or published, the design philosophy espoused by Noonan would still produce combat-happy grind-fest modules. It doesn't matter what edition you're designing for: If your attitude is that NPCs only exist in combat, then you're going to be designing combat-happy grind-fest modules.
Unfortunately, the rest of Noonan's statement goes on to say that we don't need mechanics detailing how NPCs interact with PCs outside of combat. Which is, of course, complete poppycock.
But there's a kicker. A 3e monster of CR5 is expected to challenge a party of 4 level 5 PCs. A 4e monster of CR5 is expected to challenge one PC of level 5. Which means that a CR5 monster in 3e is, in terms of use, much closer to a solo in 4e (and the only out of the book 5th level solos are Dragons and the "Fell Taint Thought Scourge" in one issue of Dragon). I was wrong to think that the complexity and depth I've noticed in play was from the number of powers. It's from the thematic and useful monsters in greater numbers. Thanks for the correction.
I had the same sorts of thoughts when I started running 4e, but I can say from my own experience that actually running 4e and using the monsters is the best way to know the answers to these questions.
Plus, the whole thing about the expected 5 round lifespan of a monster means it's unlikely a mistake will be too costly.
Again, just my experience, but as someone who played 3.0/3.5 regularly for basically the entire time it was in print, and now has been playing 4e for several years, I find 4e monster design easier. My 4e monsters generally take less time to create, and when I use them I find they are more consistently a balanced challenge to my players (if that is what I intend).
And to me the writer that should make *no* difference whatsoever. All my job consists of is to write some interesting encounters tied together with some sort of coherent story. How those encounters get met and dealt with is up to each individual play group that uses my (hypothetical) module.False. A good encounter takes into account the expected capabilities of the participants. And those capabilities are different edition to edition. You don't need to protect against Scry and Fry in low level 3e or in 4e.
Assume there's a wizard with the party in both editions and a combat encounter. In 3e the wizard is either not going to do much other than plinking with a crossbow or he's probably going to eliminate almost the entire fight with Sleep if the PCs sneak up on the orcs. In 4e he's probably going to Thunderwave the orcs into the fire (which means the fire is part of the encounter rather than mostly scenery).
I don't think anyone is confused how to calculate attack bonuses, AC or HPs -- however, as I said a couple of pages ago, I find the *powers* to be the problem. For example, as I posted, the exact "recharge number" is a problem for me; should a "stun (save ends)"-type of power recharge only on a 6? Or should it only last for one round? How about daze? Can I give a 4th level brute monster a daze/stun-power? Etcetera, etcetera.
BotE said:Unfortunately, the rest of Noonan's statement goes on to say that we don't need mechanics detailing how NPCs interact with PCs outside of combat. Which is, of course, complete poppycock.
Neonchameleon said:They only need to act in encounters. And only actually need personal stats in combat.
Okay, earlier in this thread you asked me if I custom made every monster in 3e... so now I'm going to ask you a question... did you really only use every monster as a solo for the particular level it's CR matched?
I think your really reaching here to justify your opinions about 4e and 3e. I mean honestly I can use 4 CR 5 monsters to make an encounter with an EL of 9... Thus a 9th level party which is roughly equivalent (taking the disparity between 30 levels vs. 20 levels) to a 4th/5th level party in 4e.
Tell me when they get (a) Marks and (b) Forced Movement powers.These selected monsters can have the same type of tactical synergy one finds in 4e...
Of course. (At least if you don't want to model your game on Feng Shui - not that there's anything actually wrong with that). But once there is a combat encounter there, not making it tactically as well as narratively interesting is simply poor craftsmanship.Personally my primary goal was never creating tactically rich encounters in 3e... it was at best a secondary goal to creating an encounter that made sense and served a purpose in the game as well as the narrative I and my players were playing/creating.
Again, I say 4e has tools like marks, forced movement, and an assumption of and balance for multiple foes. Now you can argue that at a strategic level 3e wins - but tactically it's hard.How about this then (and this is all just me musing on things)... there was tactical depth in properly constructed 3e encounters (where "properly" is used to mean this was one's primary goal), though nowhere near as transparent or as primary to encounters as it became in 4e. So the tools were there... some people just had a harder time using them than others. Perhaps, for these people, 4e feels like it offers a better tacical gameplay experience.
And to me the writer that should make *no* difference whatsoever. All my job consists of is to write some interesting encounters tied together with some sort of coherent story. How those encounters get met and dealt with is up to each individual play group that uses my (hypothetical) module.
Unless I'm a complete idiot, I'm writing my module for a range of PC levels: 1-3, 5-8, whatever. Given that, I as writer should have at least a vague idea of what a party at that level can do, and keep that in mind while writing. But at that point my assumptions have to end if I'm writing my module for mass consumption, as every group that plays it will play it somewhat differently.
As writer, it's part of my job to at least try and nod to some of those differences in my writing, rather than just say "here's a combat module, if anything happens other than combat you're on your own".
I'd go on but I've a session to run.![]()
Well, perhaps not intensely. But even if you're taking an absolutist position, NPC's in encounters don't need to act, and they don't need personal stats (this Skill Challenge will use skill checks vs. a DC of the formula used for monster AC, and require 5 successes before 3 failures. Then, you win the combat! Attack rolls count as skill checks).
That's assuming you consider the rolling dice to be the highlight of your social resolution mechanic. I don't. I see it merely as a way of keeping score and providing hooks.Most people probably wouldn't find that very satisfying for very long. It might be fine for a combat or two, in a game that didn't revolve around them, but it can't well support your entire session. It's just not varied or interesting enough.
No. I need information for things I want to be varied and interesting. Stats are simply one form of information. What I need in 4e for social interaction are motivations, habits, nervous tics, level of influence on the world, principles, religion. All the stuff you normally can't find in stat blocks. Rolling the dice is just a means of keeping score - and the difference between DC17 and DC20 is fundamentally not very interesting.You need stats for things that you want to be varied and interesting.
Combat is something I want tight mechanics for. That's because every last second matters, it's life or death, and a quarter of an inch can make all the difference. Social can kill you just as dead but it either takes longer or requires more monumental mistakes.IMO, that absolutely includes combat. Combat sits at the very head of that table.
Can the dungeons. Explore the world!But in D&D, at least, in a game inspired by heroic fantasy, I'd expect Exploration (for dungeons) to sit to his Right,
World building helps, certainly.and Interaction (for NPC's) to sit to his Left, and little Reaction (for sudden things like traps and hiding) is on someone's lap. And you might even have a bit of Simulation (for world building and Gygaxian homage) down at the foot of the table, quiet and unobtrusive, but full of awesome stories if you want to talk to them.
And none of that is on the difference between +5 and +7.You want those to be varied and interesting.
I don't need stats to make most of them varied and interesting. I need fluff - then to match the resolution to the fluff. I don't need my social interactions to snap in the way combat does. (Yes, the dialogue might snap to good effect - but that's not on the dice rolls).Well, I want those to be varied and interesting.
Which means I need stats for them. And I need actions to happen.
I think your really reaching here to justify your opinions about 4e and 3e. I mean honestly I can use 4 CR 5 monsters to make an encounter with an EL of 9... Thus a 9th level party which is roughly equivalent (taking the disparity between 30 levels vs. 20 levels) to a 4th/5th level party in 4e.
Huh? By my estimates a 9th level party is definitely up into Paragon tier. Even Epic tier doesn't have anything like Wish, Shapechange, Gate, Mordaniken's Disjunction, Implosion, or Storm of Vengenace (although the latter might work) - meaning it caps out before level 17 (spellcaster equivalent). 9th is almost half way between 3rd (roughly equivalent to Level 1) and 16th (roughly equivalent to Level 30). Putting it firmly in the middle
And yes, I did use multiple monsters in 3e. (Although not as many; minions are easy to run and the explicit assumptions were different, and I trust the CR system about as far as I can throw it - any system like that breaks near the edges).
Tell me when they get (a) Marks and (b) Forced Movement powers.
Of course. (At least if you don't want to model your game on Feng Shui - not that there's anything actually wrong with that). But once there is a combat encounter there, not making it tactically as well as narratively interesting is simply poor craftsmanship.
Again, I say 4e has tools like marks, forced movement, and an assumption of and balance for multiple foes. Now you can argue that at a strategic level 3e wins - but tactically it's hard.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.