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And you can't really argue with that said:
that's what the designers said[/i]. So unless you're calling the designers a bunch of filthy liars, there's really nothing to argue about here.
I don't agree. Non-combat encounter resolution in 4e turns on the skil challenge rules, which don't require anything in monster statblocks (because in a skill challenge the monsters and NPCs do not do anything mechanically, only narratively - the mechanics are all in the players' hands).
Designing Many monsters can be bargained with, or even used for other purposes by PC's rather than just being sword fodder.
A monster is part of the game world. As such, it should have a place and any abilities which aid it in attaining and maintaining that place.
In 4e as written (perhaps not as played at all tables) this sort of bargaining is a skill challenge. Therefore, it doesn't depend on monster stats but rather on the GM's assignment of level-appropriate DCs.
As written, the WotC modules don't make these sorts of skill challenges easy to run, but it's not due to a lack of monster stats but due to a lack of contex/motivation given to the monsters. And also due to some of the problems with the skill challenge rules themselves.
[At no point in time are any of the monsters given any fluff or thoughts or purpose outside of being blobs of combat.
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if NPCs are written to be nothing more then combat blobs, they're going to be nothing more then combat blobs.
I agree, this is a big problem with WotC adventures. The solution is not more stats in the statblock. It's better adventure design, and (within the 4e paradigm) better development and then deployment of the skill challenge rules.
the attitude of the 4e designers steered the game a certain way and its likely that attitude is the reason some people (not you) have difficulty liking 4e modules.
I don't like the 4e modules very much as written (though they have some interesting maps and set pieces) but it has nothing to do with the 4e designers pragmatic approach to statblocks. It's because the modules are poor adventures.
Bastion of Broken Souls, a high level 3E adventure by WotC, has super-long statblocks but exactly the same problems with its adventure design.
For a set of monsters that actually HAVE a place in the world check out the Monsternomicon by Privateer Press.
At least in my copy of the 4e monster manuals there's quite a bit in each monster description about general lifestyle, motivations, religious affiliations (where appropriate) and so on. There's also the Origin stat and a range of types and subtypes, which helps make sense of some of this. The MM and MM2 are actually much better than the modules in this respect, and when the sort of situation ExploderWizard describes comes up in a module encounter, I tend to turn to the relevant monster manual for guidance.
I also use Manual of the Planes, Open Grave, Underdark and The Plane Above to help with this (if I used a lot of dragons or elementals I guess I'd buy and use those books to).