Kaelik wrote:
1) Being able to cast planeshift is fundamentally different from running around to portals.
Outside of combat, it's exactly the same. The spell is going to put you some arbitrary and DM-decided distance from the place you want to go to and then you travel there. There is literally no adventure that you can do with
plane shift that you can't also do with the DM just telling you that there is a convenient portal nearby.
Kaelik wrote:
2) "Whatever the fuck battlefield control is" is where casters can cast things like Wall of Force/Web/Stinking Cloud that changes the battlefield, and 5 Monks can only move around hitting people within the existing field.
Check your post and my reply because you said "battlefield
manipulation" and said it in the context of adventures, so it made no sense at all. Since no on in the history of DnD has ever said " we can't rescue that princess because no one has
Evard's Black Tentacles," you'll have to forgive me for not figuring out your non-standard use of a term.
Kaelik wrote:
3) If your PCs are five Monks who have items that make them play like five Wizards of their CR, then they are really just five Wizards and you are allowing them to lie to themselves that they are playing Monks.
Who cares?
Seriously, is there anyone that cares that Monks might have interesting and flavorful items?
Or do you think that DnD is all about the miniatures combat game and the "play space" only means the kinds of effects that happen in combat? If so, I don't understand why you'd be offended that classes that don't participate in that regularly can do it with the most minimal work on the part of the DM
Kaelik wrote:
As I said, it might possibly be the case that if you put a whole lot of work into rewriting the entire MM, you can duplicate the play space of high level play with low level characters somewhat, but that is not naturally there, and it sure as fuck isn't a broader play space were you can fight green orcs and red orcs, but never any slaads/inevitables/demons/devils that have the qualities that make them what they are.
If it takes you longer than 30 seconds to nerf a monster into playability, you should turn in your dicebag. All it takes is reducing the stats to the levels you want and maybe scratching off an ability or two that is problematic.
The qualities that make monsters into "what they are" are just things like description and sometimes iconic abilities, not raw stats like HPs and AC. Does it really matter if your version of the slaad has a much lower-DC version of Implant Spawn that your PCs have a chance of resisting? Does it matter if the Ogre came at you with his fists instead of a great-club and so your PCs won't be one-shotted? Is the adventure ruined because you used a beholder who had lost his SoD eyes to some previous injury? Is a Purple Worm with half the HPs any less interesting from a story standpoint?
The answer is "no."
Playing at a lower or higher level than what the CR system predicts has no advantage, but does have the disadvantage of just a little more work on the part of the DM. If you want a criticism, the "I'm too lazy to care about the PC's experience and tailor adventures to their characters" is the only one you've got. I'd even agree with you since I think DnD should be well designed enough so that chargen does not lead to crippled characters and the game should be playable straight out of the box.