And this is where our experiences parted company. I find that the most unusual things sometimes become relevant.The statblock is the part of an NPC writeup relevant for combat.
You don't have "Unrepentant Rapist" and "Loves Croissants" or "Talks in the Third Person" in the statblock; those are certainly parts of the NPC, they are personality quirks and important details. But they aren't relevant to the numbers, and they're not going to show up in the 5 round lifespan.
Except my players frequently surprised me with their reactions to the various NPCs in Burnt Offerings. One party ended up releasing the villain's mercenary henchman, encouraging me to include him as a source of information in a later scenario. Inspired diplomacy and deception turned an evil mage into an ally for the party.To drive home my point, let's compare two modules. Paizo's Burnt Offerings and WotC's Keep on the Shadowfell. The first, most think is a good module, the second most think is a bad module. Let's look at the villains, and the amount of effort put into them.
(snip, snip...)
The PCs in Burnt Offerings don't get to appreciate how much everything hinges on the villain's background story. They don't get to experience her. They just kill her. Same with Kalarel - the PCs don't know him, and only know his name mentioned here or there, and they just show up and shoot him in the face with their swords.
If all I'd been given to work with was the foes' combat stats, I'd have been on my own when developing these unexpected twists. Instead, they followed easily from the interaction between the party and the scenario.
The problem I have is that 4e stats assume the DM knows exactly how things will play out ahead of time. One guy is a villain, and the PCs will try to kill him. Another is an ally, and his stats are built differently.Burnt Offerings gives great affection to the villain. Details her background, her motivations, her personality. And none of those matter to the PCs, who don't really find them out and end up walking into her room and kicking her ass at the end of the dungeon without any meaningful interaction. Just like Kalarel. The only difference is that the DM gets to read about the former.
By instead adding peripheral information, the DM has the tools to deal with factors not anticipated by the scenario authors. For example, you claim that Daylight and turning undead aren't relevant, so they're just dead weight for the stat block: Since one of my groups featured a drow PC and a necromancer, that wasn't the case. Both those powers became potentally significant.
If stats don't clearly address other interactions the party may have, the DM is forced to wing it without direction. Suppose your group plans to trick the villain, claiming to be fellow cultists sent to help the villain's schemes? Suppose the PCs decide to investigate the villains' motivations and background in detail? (Mine sometimes do) Do your "5 round only" statblocks allow your villain to adapt to these types of encounter? My experience has been that they do not.
EDIT: I understand that some such interactions can be handled as skill challenges. My point is that peripheral powers such as summon wallaby or light might be insignificant in many situations, then utterly bedevil PC plans another time.
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