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<blockquote data-quote="TwinBahamut" data-source="post: 5965443" data-attributes="member: 32536"><p>I know some people have already tried to answer, but...</p><p></p><p>First off, yes, monsters do strictly conform to roles. If you've played 3E, the following analogy might help. In 3E, monsters were built by adding up the hit-dice of their creature type. Giants has so many HP per level and particular saves, undead had different hit dice and saves, and so on. In 4E, that same concept of a creature's "basic math" is tied to their role. All level 5 skirmishers tend to have similar HP and defense, for example. All level 10 lurkers have different stats from a skirmishers, but similar to other lurkers.</p><p></p><p>So, yeah, the basic numbers behind each creature are absolutely determined by which role it is. The main distinction between creatures is made in resistances and vulnerabilities (such as to fire or ice) and, more importantly, with power selection. There is certainly some link between role and powers (for example, lurkers tend to have a 'lurk mode' of some kind they shift in and out of and focus on making a small number of very powerful attacks), but there is a very, very wide range of powers used across different creatures, and they are used very well to make different creatures behave very differently. So, kobolds and goblins have a large mix of minions, brutes, soldiers, artillery, controllers, and leaders in their mix, but a goblin artillery and a kobold artillery play very differently from each other, and a goblin brute and a goblin artillery will share certain traits, while a kobold artillery and a kobold skirmisher will share a different set of traits.</p><p></p><p>So, roles are extremely prescriptive for the basic math, but they are mainly used to add mathematic balance to a set of powers that are generally rooted in the concept of a creature. Something like a Flesh Golem is big, tough, and likes to get up close and deal damage, so it is assigned the brute roles and thus brute statistics. It is given various powers to match that role (nothing complicated, but it hits hard and often), and it is also given special traits and powers designed to evoke the traditional flavor of a D&D Flesh Golem (special interactions with fire and electricity).</p><p></p><p>Does that explain it well?</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5965443, member: 32536"] I know some people have already tried to answer, but... First off, yes, monsters do strictly conform to roles. If you've played 3E, the following analogy might help. In 3E, monsters were built by adding up the hit-dice of their creature type. Giants has so many HP per level and particular saves, undead had different hit dice and saves, and so on. In 4E, that same concept of a creature's "basic math" is tied to their role. All level 5 skirmishers tend to have similar HP and defense, for example. All level 10 lurkers have different stats from a skirmishers, but similar to other lurkers. So, yeah, the basic numbers behind each creature are absolutely determined by which role it is. The main distinction between creatures is made in resistances and vulnerabilities (such as to fire or ice) and, more importantly, with power selection. There is certainly some link between role and powers (for example, lurkers tend to have a 'lurk mode' of some kind they shift in and out of and focus on making a small number of very powerful attacks), but there is a very, very wide range of powers used across different creatures, and they are used very well to make different creatures behave very differently. So, kobolds and goblins have a large mix of minions, brutes, soldiers, artillery, controllers, and leaders in their mix, but a goblin artillery and a kobold artillery play very differently from each other, and a goblin brute and a goblin artillery will share certain traits, while a kobold artillery and a kobold skirmisher will share a different set of traits. So, roles are extremely prescriptive for the basic math, but they are mainly used to add mathematic balance to a set of powers that are generally rooted in the concept of a creature. Something like a Flesh Golem is big, tough, and likes to get up close and deal damage, so it is assigned the brute roles and thus brute statistics. It is given various powers to match that role (nothing complicated, but it hits hard and often), and it is also given special traits and powers designed to evoke the traditional flavor of a D&D Flesh Golem (special interactions with fire and electricity). Does that explain it well? [/QUOTE]
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