It is. At least from my perspective. Winning D&D is a terrible goal because it's unachievable.
It's not a terrible goal. Even the hardcore fluff roleplayers want to win encounters.
The end goal of D&D isn’t to get to level 30 and beat Orcus. It’s to sit around RPing with your friends. The point is not the destination, but the journey.
Ah, you are misunderstanding me. My goal is to win encounters, not to win the game.
The encounters are a major part of the journey. They are the main measurable challenge. They can be overcome, or not.
The non-encounter RPing portion (and quite frankly, the RPing during encounters is typically not of the same caliber as RPing outside of encounters with the exception of RP skill challenges, probably because some people are focusing on the encounter) is also a major part of the game.
But, I don't just play the game for the RPing part. That's part of the fun, but it is not the only part of the fun (like some serious RPers insist).
Mezegis said:
No one really remembers the time things went smoothly. You generally don’t hear about the time that the group took down 2 ogres in 3 rounds and only had to spend a single surge.
Not always. My home group still talks about the time that they went in, ignored every foe but the BBEG Lich, and killed the Lich in the first two rounds. They were super efficient with tactics and power choices (and lucky dice rolls). In this case, that's what allowed the encounter to be memorable.
It depends on how well the DM presents the encounter. Any encounter can be boring. It's the DM's jobs to try to make every encounter memorable in some way.
There are a ton of encounters where a single trap or environmental hazard or NPC non-combatant can make or break how memorable an encounter is.
How efficient the group is typically doesn't decide whether encounters are memorable or not, but like other encounter elements, it can (and it can lead to more encounters per day which can result in other memorable encounters occurring, like being low on resources, but still kicking butt).
The aspect that makes an encounter memorable (as per your crushing the Giant's head with a boulder example) is that element of that encounter that was unique or different than most other encounters. That could be a lucky streak of 4 20s on the dice rolls. Anything that makes the encounter stick out in the players minds can make it memorable.
And usually, it's important that the PCs actually survive. I've found that my players can remember some of the encounters of their old dead PCs, but tend to soon forget much about them once they are gone. If it is an ongoing PC though, they remember the smallest details about them two years later due to the continuity. In my home game, we started at level 1 and are at level 19 and the PCs that have died (or were lost other ways like the player left town) are mostly forgotten, but the PCs that have been around the longest are the ones that the players remember stories of the best.
So yes, winning encounters is often critically important for story continuity. And if someone's goal is to just breeze through multiple PCs in order to try his hand at playing many different PC flavors or mechanics (I had one player who did this 4 times in 16 levels), that's fine for him. But if he causes a party TPK in the process, that interfers with the story continuity. It interfers with the journey that twilsemail was referencing.
An abrupt end to the journey is usually not as memorable or as fun as some people would lead others to believe. It can be a lot of fun, but usually it's anticlimatic.