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I'm sorry, I know I'm not part of this discussion, but I feel compelled to comment.
I don't feel I need to argue that binding efreets (if that's what you are talking about) and gaining access to free wishes breaks the game and that is actually not a common practice.
Using planar binding to bind efreets and getting wishes is not gamebreaking, it's the entire point of the creature. There is nothing wrong with wish, nor is there anything wrong with getting multiple castings of wish through proper use of your ressources. If the players start using the super-powered world-warping wishes, and the GM just rolls over and does not use this to benefit his story, said GM is either bad or lazy.
The same cannot be said for most of the other named items. They cannot be directly created by the rules in the book.Similarly its utterly broken to start crafting custom items that grant insight, competence and luck bonuses to attacks, ac and saves.
General claims of that's the ac at X level don't usually account for fighting defensively and total defense. Unless you are talking about sth like a crane wing monk.
A character who never fights defensively, or uses the total defense action, is a character who does not fully understand/explore the options given to him, and should not be surprised when flattened by more competent entities in the world.
I don't care if its a staple item on these boards.
You should, since you're having a conversation on this board.
Again, giving magic items to monsters essentially increases their power and thus their CR.
Wrong. Monsters have treasure written into their statblocks. Some have predetermined items, others do not, but monsters are not pinatas that rupture with gold and items upon defeat. Running diablo-monsters is not using the monsters to their CR potential.
Again you haven't proven your statement about consistent or even possible high ac in these monsters.
Yeah, she kinda has.
Challenge rating is a measure of the monster's power, when you give it magic items you increase its power.
When you give it magic items that go beyond the treasure value it is written with the presumption of already having access to, then yes.
Tell me where I say that the NPC's should be incredibly stupid, shouldn't use their abilities, shouldn't work as a team, should fight pc's in 1 vs 4 combat as a staple and that we should bar players from having balanced offensive/defensive characters.
Are you making these things up?
From an outsiders perspective on your conversation it is kinda inferred by your insistence that the monsters should just have their treasure piled in the corner, instead of using it. Also I don't think Ashiel is accusing you of everything written in that sentence, rather making a statement about the general level of competence displayed by adversaries. Alot of GMs either don't understand the potential of the system or mollycoddle the sh*t out of their players, fudging rolls, having dragons engage the barbarian in melee, not using the treasure a creature has access to, etc etc etc.
Why can't the normal barbarian take a hit? Its sounds like you have to optimize to have a fun game.
Fun is subjective. Also I'm not sure you and Ashiel use the word 'optimize' to describe the same thing.
... a bit funny when you are allowing stuff like celestial plate, am barbarians, planar binding, item crafting, named item enchanting and double items in slots
I cannot fathom why any GM would not allow these things.
I'm not looking to start stuff, and I don't wanna speak for Ashiel, so don't assume that is what I'm doing. I just felt I had to comment, in spite of it not being the topic of the thread.