Imaro
Legend
RE humanoid mechanical differences
There's absolutely nothing in the 3e system that would prevent the creation of mechanically distinct versions of the humanoid races. In fact, with all the feat and class choices, it might be even easier in 3e.
In 3e, the MM statblocks are supposed to represent the weakest, most commonly encountered representatives of the race. They are, by definition, plain vanilla. But also by definition they take on mechanical flavor easily enough.
It's ridiculously easy to customize these base 3e humanoids to create statblocks for "Shifty Goblins" or "Marauding Orcs" or "Overwhelming Gnolls" -- monsters that have mechanical shticks that emphasize their flavor text.
Just rearrange the base ability scores, vary standard equipment, shift around feats and skill ranks and wham! 4e style differentiation.
It's not rocket science.
Yeah, I agree here. I find it strange that many people claimed that the 4e MM was good because they found too much fluff restricted their ability to personalize monsters in their campaign... but I'm now seeing some of the same people claiming that 4e's instilling of intrinsic mechanical characteristics in creatures isn't restricting at all... but actually a good thing.
Color me a little confused