Let's compare these two easy to kill iconic monsters. One set of stats from Labyrinth Lord and one set from Pathfinder.
A full page Stat Block for a monster that can be killed one hit.
Has modern gaming went to far?
#Enc. 2d4 (6d10), AL C, MV 60` (20`), AC 6, HD 1 -1, #AT 1 (weapon), THAC0 19, DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX), XP 5, BOOK LL, PAGE 78
This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
Goblin CR 1/3
Goblin warrior 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)
Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.
#Enc. 4d4 (6d10), AL C, MV 60` (20`), AC 7, HD 1d4 hp, #AT 1 (weapon), THAC0 19, DG 1d4 or weapon -1, SV 0 human, ML 6, THC I (XIII), XP 5, BOOK LL, PAGE 83
This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
Kobold CR 1/4
Kobold warrior 1
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +1, Will –1
Weaknesses light sensitivity
Speed 30 ft.
Melee spear +1 (1d6–1)
Ranged sling +3 (1d3-1)
Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
Base Atk +1; CMB –1; CMD 10
Feats Skill Focus (Perception)
Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Treasure NPC gear (leather armor, spear, sling, other treasure)
Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.
Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.
While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.
Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.