You’re saying two things here. That “it’s not informed by the fictional reality” and “the rules do not represent the fiction in a consistent manner”. I don’t think these two things are the same. I don’t think the first is true at all. The second is true.
Whether or not that means the GM is constrained by the fiction… I don’t see how it affects GM constraint. That seems a separate issue.
GM is constrained in a sense that they are required to stat the fiction in consistent manner. It is more WYSIWYG and predictable to the players.
Imagine you don’t care about this idea of monster stats always being consistent, always being the same.
The problem goes away.
I don't think it entirely goes away. The GM still has to decide every time what version of the monster to use. And it will lead to situations like
@Oofta described, high level characters helping low level town guards to fight medium power monsters that should be minions to the characters but normal to the guards. I think this is genuinely more convoluted that just having objective stats and being able to throw them into whatever combination and not having to decide to whom the relative stats should be scaled.
So all your ogres always have the same number of hit points? None of them are ever tougher than the others? Better to hit bonuses or maybe a slam attack that can knock people prone?
No, they don't all have same stats. I modify monster stats often to represent different individuals. But these differences are diegetic. Everyone would agree that the pit-fighting champion Mord is a particularly tough ogre that can punch unusually hard and fast with his meaty fists.
Minion rules are no less diegetic than HP or most other representative game mechanics.
No, no they are not. Like I said earlier, I doubt the purpose of minion ogre is to represent a particularly sickly ogre that is hovering at death's door. In fiction it is supposed to be just a normal ogre and them being easy to kill is a narrative conceit. That's not diegetic.
But you don’t need the stat to do that. You can just describe the person. Also, wouldn’t your description of the “big” guy depend on who you were describing him to?
I don't need stats for that, but when there is a clear rules-fiction connection it is easy to assign fiction to the rules or rules to the fiction. If creature can have whatever rules then this ceases to be the case.
There’s no reason for any of this to be unknown to the players.
I don't understand what you mean here.
Yes, and you also describe others’ preference as convoluted and messy and a kludge. I don’t agree, so I’m pointing out why.
Right. I think I have explained in some detail why I think this method is more complicated. I stand by that assessment.
I haven’t yet stated that your method is restrictive and needlessly limited. That it’s a case of the tail wagging the dog. But I imagine you’d have something to say about that.
It indeed is somewhat restrictive, which I consider in this case to be a feature, not a bug. It lends rigour to the mechanical description of the world and keeps rules and the fictional reality aligned. So it is not the tail wagging the dog, it is the tail being attached to the dog in the first place.
But there are different types of stats for creatures of the same type. Different orcs, different types of giants, different drow, and so on. There already is variety.
Yes. And these represent diegetic differences.
I don’t see what’s being “taken away”. Except one more tool at the GM’s disposal.
Consistent portrayal of fictional reality by mechanics. But like I said earlier, if you don't care, and do think minions would improve your 5e experience, then just do it. It is even RAW in a sense that the GM certainly has permission to give whatever stats they want to the monsters.