From
here (though taken slightly out of context, it's a good summary of an argument put forth by many 3x/4e detractors):
Recent versions of D&D have sought to promote the idea that parties of characters should be presented with a formulaic series of encounters with challenge ratings that are balanced according to their level, plus or minus a little.
Eh...not exactly. Granted, page 56 of the 4E DMG states:
Building an encounter is a matter of choosing threats appropriate to the characters and combining them in interesting and challenging ways.That doesn't necessarily mean that every encounter for a party of Level 5 PCs must be balanced exactly. The fact that the book gives guidelines on what constitutes an "easy" encounter, a "standard" encounter, and a "hard" encounter contradicts that. Later, the DMG states:
It’s a good idea to vary the difficulty of your encounters over the course of an adventure, just as you vary other elements of encounters to keep things interesting...
Obviously, the game is going to be boring if every encounter is a pushover, or very frustrating if the party is handed its collective ass during each battle. This is the case regardless of what edition you're using, and generally a DM is going to want to have a mix of encounters - easy ones to make the party feel heroic (or diabolic), hard ones to show them there's always something tougher than them, and "standard" ones that move the game along. The nice thing about 3.x, and
especially 4E, is that the DM is given the tools to make it easier for them to determine how tough or easy their encounters are. Whether they have to be completely "balanced" or otherwise is totally up to her.
Labels: 4E, DnD