amethal said:
Fourth edition fixes this "problem" by having stat blocks you can't check.
I don't think this is true - well, I know that it's not true for certain monster stats, and it remains to be seen how the rest are handled.
XP is an equation based on level (at least up to level 20, where the equation possibly changes), modified by "status" (minion, elite, solo). Since all monsters of the same level and status have the same XP value, this one should be pretty easy.
HP & Bloodied are equations. Already the goblin picador, skeletel tomb guardian, and pit fiend have been flagged as having unexpected HP totals, whereas every other monster that's been seen fits the equations perfectly. Whether those three are typos or there's a reason for the discrepencies (or the reason is just "because"), we don't know yet.
Ability score bonuses. Those are pretty simple, but it's still a likely spot to find typos.
Attacks definitely use the monster's stat bonuses for damage rolls. I don't think we know how attack bonuses are determined. Ditto with defense values. These could be strictly determined, they could be vague guidelines, but I don't see the much vaunted "4e math" working too well with the latter.
"Simpler to check" does not mean "cannot check." The problem in 3e was the cascading effects of various design levers. Modify HD and that changes HP, BAB, saves, skill points, feats, and the DCs to resist innate abilities. Change STR and that changes grapple bonuses, all melee attack & damage bonuses (sometimes with a 1.5 multiplier), possibly special attack damage (rend, constrict, etc.), skill bonuses, and possibly DCs for innate abilities. And so on. It's a tangled web where changing one number requires also changing three others.