Sacrosanct
Legend
Now that I've looked at the DMG, I will point out this. It's so important, it's right up front in the introduction of the game:
"A Dungeon Master gets to wear many hats....As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them....The D&D rules help you and other players have a good time, but the rules aren't in charge."
That right there tells you in clear terms that the game is not meant to just pit one monster stat block against the PCs, but are living beings that interact with each other as living beings normally would. That means genius opponents act like genius opponents and use their in-game knowledge and environment like a genius would. It's incredibly explicit that if RAW doesn't fit your needs as a group, you change and tweak them so they can.
The introduction is literally the job description of the DM. And like any other job description, if you refuse to do a large chunk of it because you just don't feel like it, then that's lazy (when I made that argument earlier). At the very least, if you choose to ignore these aspects of the DM's job and just want to run a combat sim (which is perfectly OK if that's what your group wants), then you need to understand that you are deviating from how the game is designed, and therefore you need to make tweaks accordingly and not blame the designers as at fault.
What I mean by that, in the context of this discussion, is that a group of orcs that just engage in combat like pieces on a game board is going to be much less challenging that a group of orcs that use tactics or the environment to their advantage (setting up traps, or funneling the PCs into desired areas, etc). The game assumes, per the job description of the DM, that you as the DM will be doing these things. If you don't, then no wonder why monsters seem less challenging.
"A Dungeon Master gets to wear many hats....As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them....The D&D rules help you and other players have a good time, but the rules aren't in charge."
That right there tells you in clear terms that the game is not meant to just pit one monster stat block against the PCs, but are living beings that interact with each other as living beings normally would. That means genius opponents act like genius opponents and use their in-game knowledge and environment like a genius would. It's incredibly explicit that if RAW doesn't fit your needs as a group, you change and tweak them so they can.
The introduction is literally the job description of the DM. And like any other job description, if you refuse to do a large chunk of it because you just don't feel like it, then that's lazy (when I made that argument earlier). At the very least, if you choose to ignore these aspects of the DM's job and just want to run a combat sim (which is perfectly OK if that's what your group wants), then you need to understand that you are deviating from how the game is designed, and therefore you need to make tweaks accordingly and not blame the designers as at fault.
What I mean by that, in the context of this discussion, is that a group of orcs that just engage in combat like pieces on a game board is going to be much less challenging that a group of orcs that use tactics or the environment to their advantage (setting up traps, or funneling the PCs into desired areas, etc). The game assumes, per the job description of the DM, that you as the DM will be doing these things. If you don't, then no wonder why monsters seem less challenging.