Except that in the Pit Fiend we saw precisely that. A few in combat options, significantly less options than 3e by the way even in combat. A stat system that doesn't even match the weapons and armor their description puts them in with the stat block. And the reminder that if we want them to do anything else "Just make it up as you go along like we did the wish granting ability" At least where I'm concerned that is "here are the most important parts if you need something more just make it up"NewfieDave said:If 4e's NPC/monster creation chapter states "Here are the most important stats. You can handwave everything else. End of chapter." then your concern would be justified as that doesn't seem to promote a coherent system of physics. I just don't think they'd be that slack.
I don't expect you too, based on what I've read 4e is right up your alley. But for me, I see problems and a design philosophy far more gamist than 3e or my preferred game style.UbberGeek said:I still fail to see any problem.
Rechan said:Could you give some sort of concrete example instead of just tossing around gamist gamist gamist?Saying the rules aren't consistent = 1+1=2 today, and 1+1=6 later.
mearls said:For monsters, things might be a little trickier if you want to account for all the numbers. You might give your level 18 demon a suit of plate and find that his AC is a little lower or higher than you want. In that case, you can either accept some wiggle room and change the number or find some reasonable explanation (the guy wears plate, but his AC is a little higher than expected because he has thick skin; you give him a shield or a couple of feats) or tinker with his attributes.
mearls said:In designing monsters, we accepted that the monster's attack is more than a sum of its weapon die and its stats. It also represents the monster's combat tactics and tendencies.
mearls said:For instance, an ogre might do more damage and have lower accuracy than you expect based on his level, Strength score, and weapon. This reflects the ogre's wild but powerful swings. We essentially built Power Attack into his stats.
mearls said:If you arbitrarily gave the critter in plate an above average AC, that feels just as realistic at the table as jumping through all the hopes to justify a series of additions that also put you above the average. If the plate comes off, you simply drop the monster's AC by plate's AC bonus under either approach.
I don't expect you too, based on what I've read 4e is right up your alley. But for me, I see problems and a design philosophy far more gamist than 3e or my preferred game style.
HeavenShallBurn said:And that's the nail in the coffin for me where 4e is concerned. Some of the mechanical adaptations may be backported but I had enough of that technique with the Storyteller system and if it's the core of 4e then I'm no longer their customer.
Personally, I think that's a brilliant way to go. If you want to go through the trouble of creating a fully-stated critter/NPC you can, but more importantly, if you want to generate an NPC or Beastie who's just there for the fight - it's sounds really simple to do! Guideliness are right there for appropriate HPs, AC, Dmg, Def, etc., tweak to taste. This is a good thing!HeavenShallBurn said:Now while he specifically said that you COULD go through the steps and build an NPC on the same rules platform as the PCs this was not the default setting of the game. The default was built around a set of tables covering approximate values for a specific role and purpose in the adventure at a specific level. Furthermore that monsters wouldn't even have this much, they were built randomly from the table values with no unifying mechanics. Anything beyond that was handwavery for monsters because there was no mechanical basis to tie them together.
But all of that is consistent with the rules. If it wasn't consistent, there wouldn't be tables and formula. If it wasn't consistent, two pit fiends have different stats.HeavenShallBurn said:Now while he specifically said that you COULD go through the steps and build an NPC on the same rules platform as the PCs this was not the default setting of the game. The default was built around a set of tables covering approximate values for a specific role and purpose in the adventure at a specific level. Furthermore that monsters wouldn't even have this much, they were built randomly from the table values with no unifying mechanics. Anything beyond that was handwavery for monsters because there was no mechanical basis to tie them together.
This sort of thing was built into 3rd edition too. While there were guidelines for how much natural armor a monster of a certain size had, or how much damage a slam attack did, there were no hard and fast rules, and the monsters as presented in the monster manuals varied widely. Plus, monsters had fairly arbitrary abilities to vary even weapon damage, such as the cloud giant's ability to wield an oversized weapon.HeavenShallBurn said:Now while he specifically said that you COULD go through the steps and build an NPC on the same rules platform as the PCs this was not the default setting of the game. The default was built around a set of tables covering approximate values for a specific role and purpose in the adventure at a specific level. Furthermore that monsters wouldn't even have this much, they were built randomly from the table values with no unifying mechanics. Anything beyond that was handwavery for monsters because there was no mechanical basis to tie them together.