Yes he did. He said there isn't any other option an ogre would take other than it's base attack, based on what I'm assuming is metagaming DPR. That's simply false.
I thought I did a good job getting this across earlier, or maybe I just assumed people grasped it from the opening statements of the thread, but this is a RAW discussion. In the base ogre's statblock, there is nothing unique, be it resistances, abilities, or secondary effects. There are few, if any, effective options to be found as a result of the ogre's stablock. As others have already shown, you can't even throw the cow by the rules, and if you houserule that away, you also have to houserule away the terrible damage. If you want to houserule cows and impalement and whatever, that's great. I don't doubt it makes your players have more fun. But all that is from you disregarding the rules, which is a tacit admission that the ogre isn't interesting enough with that. Basically...
the only reason an ogre would do the same base attack over and over is if there is no other reasonable option to the DM.
...is the complaint. That by the actual rules, not just hand-waving, they have few other options that are worthwhile.
No one is saying you can't ever have an interesting encounter with them, with the caveat that the DM has to go out of the way to do so. That's the problem here, that Wizards is ostensibly paid to design quality monsters, and the ogre isn't one of them. If I wanted to draft my own ogre with more options I certainly can, but that takes extra time and effort that really should have been conserved by a better product being offered by the professionals.
Maybe a javelin wasn't readily available. This is what I keep trying to get through, and apparently it's falling on deaf ears. The environment of the encounter matters.
Sure. Boring creature+cool environment can be a cool fight, but it's better if it's cool creature+cool environment, which isn't the case. They're independent of each other.
And what you keep refusing to acknowledge is that flavor does impart a functional difference. Flavor is what sets the encounter, it tells you how the monster will behave, how it will act, and in what types of settings it will be found. Those are all things that have a real and functional impact in the combat encounter unless you're playing arena style D&D. Since hill giants are literally meant to fill the role of "bigger ogre", there's not a whole lot of functional difference other than having the higher stats of being a larger and tougher creature. But there is another difference in that hill giants try to emulate the culture of those around them. So a hill giant will most likely be encountered in a different environment than an ogre, who just wanders around from place to place when the food runs try. The DMG gives two example of hill giants trying to live in trees and building dwellings with doors and windows. So even with two creatures that are intended to be very similar, that is still a functional difference because it impacts game play.
So what's the difference if the PCs decide to fight one? When it clambers out of its tree, what beside the environment makes it an interesting encounter? Anything?
If I've been saying that (mechanical details aren't important and a good roleplayer only needs fluff) all thread, then I suppose it's easy for you to find one quote of me arguing that the mechanical details aren't important and that good roleplayers only need flavor text. Just one. I'll wait. What you will find is me saying the fluff is equally important, but that's not the same as saying mechanical details aren't, or that good role players only need fluff is it?
Oh, you've never outright stated it, just repeatedly implied it by saying D&D without role-playing is a board game. What's interesting to me with this is you're willing to bend over backwards to try and show how you can houserule environmental effects, changing the mechanical rules, but are completely married to the fluff idea that they have a troupe of people with them. If you can change one you can change the other, and I would rather the ogre's statblock be good in as many situations as possible.
You argued that the flavor text doesn't add anything to combat. And that is blatantly false. How a monster behaves, how it reacts, and it's motivations affect how it handles combat because those things drive every decision, in or out of combat. it's a direct impact to combat.
It can be freely changed from table to table, there's no guarantee that it'll be used. For instance, every sentence about Maglubiyet in the MM is a waste of space for me personally, because he's not a god in my setting. The difference between fluff and mechanics is that fluff is under no requirement to be balanced. Having ogres have a different society or organization is not as at risk to kill off players as a poorly adjudicated house-rule you needed because of barren stat blocks.
I'd like there to be a compromise, because I do enjoy a lot of fluff. I've frequently bought books that have seen 0 use mechanically because I needed inspiration, but when I roll up a random encounter, I'd like it to work out the gate without me having to comb over every foe to iron out the kinks.
[MENTION=6778479]Shadowdweller00[/MENTION]
What's funny is all those 4e examples are present in 5e, again sometimes on the same monster (when they just lazily slap spellcasting on them) and some of them, like the longbow attack, have just as many rolls as in 5e. There's a litany of monsters in the MM with poison additions to their attacks, which is one of the reasons dwarves were rated so highly initially, and moving around who is rolling the dice is of little consequence to the resolution.
What 5e has done is go back to a dichotomy of brainless no-option offerings like the ogre, and ones with a plethora of options (casters). I prefer 4e's approach, where there was a more even spread, since if you look at creatures like the archmage, what are realistically the chances you go through even half of that spell list?
The parapet complaint is completely legit though.