If monsters no longer have HD, as the news article on the front page suggests, then are their hit points no longer to be randomly determined? Or is "level" intended to straight-up replace HD? Or...what do they have in mind?
I ask because if it's a step towards breaking out a monster's hit point range from its fighting capability and saving throws then I'm all for it. It sounds like saves are already being broken out as "defenses"...a good start. But it's a short step from there to get to:
Hit points: X + AdB (+ LdB)
Fight level: Y
Where X is a set constant for each monster (or each monster level?); A and B are variables e.g. 1d6, 4d10, etc., and L is the monster's class level if it has any. X takes into account things like Con., so if you want to vary the monster's Con. you'd adjust X based on monster level; for ease of use, X could be assumed as wound points. Y indicates the monster attacks as if it was this level of Fighter. Ideally A would always be a small number - 1 would be best - to reduce die rolling and also to give a more variable range. End result: much more flexibility in monster design, as you could get things like:
Tough Featherweight: (something that takes a while to kill but won't hurt them very much...used in dungeon design as a delay)
Hit points: 200 + 1d100
Fight level: 2
(does low damage, has no special abilities, etc.)
Demon of the Glass Jaw: (hit it once or twice and it's gone but boy is it gonna carve you up in the meantime)
Hit points: 15 + 1d12
Fight level: 25
(does lots of damage, has various fancy abilities, etc.)
Thoughts?
Lanefan