We're not all as gifted as you are! Just playing. Seriously, balancing new monsters may come fairly easy to you, but others may not have such ease.
Luv you too, Rache!
More seriously, I'm not claiming that it came fairly easy to me, but that it turned out that
precision isn't as important for monsters as it is for player-character powers ..
.. and heck, we all know PC powers aren't created equal, either.
So, my point was just, given the multitude of cases, the span of "difficulty" within a given level for the already-published monsters, and the fact that my experience seems to argue that "precise balancing" is less important than simply making sure the monster "plays fun" ...
... is this worth the time its going to take to do it well?
Kzach said:
I think the thread has veered off course a little.
What I'm suggesting isn't building a set of be-all and end-all rules, with graphs and charts and Excel spreadsheets, I'm just saying we could build a set of solid guidelines that could act as a general reference.
At the moment, there's really only eye-balling and using the auto-calculation of the Monster Builder. That is too general and far too broad.
My fault, that veer, and my apologies to you the OP for it; I'll drop the side-track.
You do make the good counter-argument: what we have currently is too general and too broad, and doesn't do a good job of guiding a fairly inexperienced DM through the process of making his first monster; that leaves it being more intimidating than it "should be", which may be preventing people from trying it and discovering that they and their players enjoy it.
So.
Focusing on it, what do we want to touch on?
As I see it, the main components of a monster are:
Hit Points
Defenses
Attack bonuses
Attack powers (limited) - targets, damage, and effects
Attack powers (at-will) - targets, damage, and effects
Controller powers - zones, effects, etc
Movement powers
Healing powers
"Leader" powers - affect allies
What other characteristics do you think we need to balance?