This, I agree with.
I guess my point is, when about 25% of the Monster Manual is made up of these types of foes, it's probably not all that rare for this to come up. And, it's also not too much of a stretch to think of entire adventures made up of this 25%. The undead tomb. The trap dungeon that summons elemental defenders. The nature adventure where the plants are going to eat you. Etc. None of these are really all that far out of line of genre.
And where is the problem with that? Does the trap dungeon do not have enough "rogue worthy" challenges?
If the players tie their "fun" to how much damage they do so be it, but imo that should not be the basis of D&D which, in my eyes, is (supposed to be) a role playing game and not a dungeon crawl boardgame. And playing a role also includes reacting to situations where your PC is at a disadvantage. Sadly 3E enforced the "plan your character" gameplay which left not much room for the PCs to react to the campaign.
I find that the mechanical reinforcement (rewards) that each class has as part of their class features works wonders for the thematic applications of the game.
I find such mechanical stereotyping rather boring and limiting. Want to be a paladin? Behave like a paladin. How does a paladin behave? That depends on the setting, his deity etc.
Imo D&D would be much better served to remove the gazillion of classes/PRCs and return to the "grand 4" with lots of room for specialization and customization.
Or even "better" (except for the "sell books full of classes/PRCs for $" aspect), go classless and buy everything with feats including your attack bonus and spells.
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