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<blockquote data-quote="That One Guy" data-source="post: 4225102" data-attributes="member: 64672"><p>Hey man, nothing wrong with being just a guy.</p><p>That is a fair statement/question. Let me put it this way, all goblins have a certain features/powers that make them unique in combat. They can shift away from enemies who missed them. Kobolds can shift as a minor action, so they can move forward, attack, and then shift away (or any other strategy, I just liked this one) so they can bottleneck the PCs or force them to provoke OAs. Gnolls fight in packs and are incredibly vicious (I haven't run anything with these guys because I don't think my PCs really could take them, yet). Orcs have a lot of 'bloodrage' type of things where the bloodied state comes into play (IIRC). These tactics give an ingame tactical style to monsters and go along with their incharacter style of lore/history/fluff. Also, there are a variety of each race. There are kobold minions, but there are also soldiers, ranged attackers, casters, etc. But, they all have the kobold power of 'shifty', just as all of the ranks of gnolls benefit from fighting with other gnolls. I hope that makes sense. The excerpt that features the orcs is a good example of how they have common ingame features and powers that work together and go with the orc 'feel'.</p><p></p><p>So, hypothetically these racial features and powers along with their various pseudo-classes could be adapted to 3.x, but they are 'hardcoded' into 4e. </p><p></p><p>2 much more so than 1, I think. 3.x's later years (immediate actions, interrupt actions, reserve feats, tome of magic/battle, etc.) feel a lot like 4e.</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="That One Guy, post: 4225102, member: 64672"] Hey man, nothing wrong with being just a guy. That is a fair statement/question. Let me put it this way, all goblins have a certain features/powers that make them unique in combat. They can shift away from enemies who missed them. Kobolds can shift as a minor action, so they can move forward, attack, and then shift away (or any other strategy, I just liked this one) so they can bottleneck the PCs or force them to provoke OAs. Gnolls fight in packs and are incredibly vicious (I haven't run anything with these guys because I don't think my PCs really could take them, yet). Orcs have a lot of 'bloodrage' type of things where the bloodied state comes into play (IIRC). These tactics give an ingame tactical style to monsters and go along with their incharacter style of lore/history/fluff. Also, there are a variety of each race. There are kobold minions, but there are also soldiers, ranged attackers, casters, etc. But, they all have the kobold power of 'shifty', just as all of the ranks of gnolls benefit from fighting with other gnolls. I hope that makes sense. The excerpt that features the orcs is a good example of how they have common ingame features and powers that work together and go with the orc 'feel'. So, hypothetically these racial features and powers along with their various pseudo-classes could be adapted to 3.x, but they are 'hardcoded' into 4e. 2 much more so than 1, I think. 3.x's later years (immediate actions, interrupt actions, reserve feats, tome of magic/battle, etc.) feel a lot like 4e. I hope that helps. [/QUOTE]
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