hawkeyefan
Legend
This is a really strange question. I will answer it, but I always assume this is obvious. Because RPGs are math-based. If you don't understand how the math works, then you will have a very hard time modifying in a useful fashion. You also have to let players figure out optimized tactics, so you know how to counter them. By playing out of the box and letting the players "break the game", you see what needs to be done to fix some of the problems. Optimizers show you how to get the highest AC, how to do the most damage, which spells are best the majority of the time, which classes combine to make the most powerful multiclass. They take the game and show you all the options that will cause you problems as a DM. Then you can start modifying to deal with these things. That's why you start out using the base game. Even a simple RPG like 5E requires a lot of play to see how all the parts work together.
I don't believe environment should be a factor. That's not to say you can't occasionally have an environmental factor, but it should have nothing to do with the challenge of the creature. Giants are not just found in heavily advantageous environments. Giants wander around like other creatures with zero environmental advantages. Dragons are supposed to be able to decimate lands outside of their lairs. Trolls are supposed to be able to control bridge crossing. Demons are supposed to be amongst the most fearsome creatures in existence. All of this should be true if you put them in a grass field by themselves. If you're engaging in design, you have to ask yourself: would this creature be dangerous in a grass field in a wide open place? Would Smaug be frightening in a place like that? Would the Balrog of Moria be frightening in a grass field? And so on and so on. If you as a DM are required to use extreme environmental advantages to make a creature of legend dangerous, then something is wrong with the base design of the creature. Adding the environmental factors on should make the whole situation even more frightening and challenging, but should not be the sole reason the creature is a challenge at all. That's the basis that informs my creature design choices. I want creatures like Balors and Dragons to be dangerous and challenging in a completely neutral environment. That is very, very important to me.
Suffice it to say if a creature of legend in a white room can't challenge a party, it's not strong enough for my tastes. A PC party should be afraid to enter a white room against a Balor, Marilith, or Dragon. Right now that isn't the case unless they are very low level. That is disappointing.
I'm not saying environment should always be a major factor. I think it is always a factor, but many times it can be minimal, other times it can be a huge factor. It varies. Unless it's a game of kick in the door dungeon crawl, I don't think any group of players would expect to come across monsters in a vacuum, just waiting to fight the PCs. I think environment.....where and under what conditions an encounter occurs....is a vital part of the encounter. I can't imagine looking at it any other way.
As for the benefits of optimizing as it establishes where the game needs to be improved, I won't disagree with that. I can understand what you're saying, and I think it is certainly true. I just think that there are other ways to go about things simply than seeing where the PCs excel or where there are weak spots for their foes, and then countering that. Usually, I find it better to let the PCs be good at what they're good at, or let them recognize a monster's weakness and then exploit it. Instead of trying to fix that, I find other ways to challenge them. I find their weak spots....or I add elements that make things harder for them. I think that this is such a default part of the DM's job, that I don't think most folks expected it to be removed from the challenge.
As for the impact on monsters and them seeming "weaker than they should" I would say that if your group always optimizes so much, and does so by second nature without even realizing they're doing it which is what I imagine from your descriptions, then you should certainly have the monsters optimized as well.
I think this is assumed in the rules as written. I think that the monsters and indeed the whole game are designed more on a style or genre rather than on the math. The math supports the fiction, in that sense. So if a DM finds that the math isn't supporting the fiction, then the math can and should be adjusted.
To look at it another way...your group's PCs spring into existence as if designed for battle. This is less often the case with fictional characters, which I think is the kind of default approach the game assumes. I say this based on the changes from the immediate prior editions, and the incorporation of traits and flaws and such, and rewarding those choices with inspiration, as well as on comments made by the designers and so on.
So if the game is designed with story first, and your PCs are designed with game first, yeah, you will likely notice an impact on the game. The closer those two aspects are to synching up, the better off things would be. You either have to build PCs more for story first, or adjust the monsters to be optimized, or meet somewhere in the middle.
And I imagine that this will seem like I am proving your point....that the game can't be run as intended without modifications made for optimized parties, and I would say that I disagree because I don't think it was ever intended to do that. I think any DM would take into consideration the capabilities of the party and then design encounters with that in mind, with the intent of challenging the players.
I think it's just a fundamentally different view....for me, running the game "out of the box" would in no way inhibit the DM from modifying things to present a challenge for his players the same way that it does not inhibit players from picking race, class, abilities, and spells with nothing but combat effectiveness in mind. I think both of those are ongoing processes that begin the moment play begins.