Scott Christian
Hero
If the DM reads the table and understands their players, it is never unwelcome. It is a DM understanding how a story works, knowing their players' wants, and using the tools that the players have already accepted to put the situation back into the players hands. Maybe, if we are talking about a convention or some one-shot solo play with strangers, that might be true. But for a table running a campaign, it is not unwelcome.Such artificial boosting or lowering of the difficulty is often unwelcome in multiple common styles of play (which you implicitly recognize). Employing such heavy-handed techniques is always possible, yes, but the consequences for doing so are rather steeper than a lot of folks want to admit.
Further, just because it is easy to make a difficult encounter does not mean it is easy to make an appropriately difficult encounter. "Rocks fall, everyone dies" is the facetious form of this, but like, you can always just put in a monster with seven million HP that the party simply can't kill before it kills them. Needing to fit the game context makes it much more complicated, and 5e's intentionally opaque design doesn't help matters either.
We are also going to disagree with how easy it is to make an "appropriate difficult encounter." It is easy. And this comes from a DM who never fudges dice rolls, never alters hit points on the fly, and never underplays a villain's motive. It is easy. Will sometimes the dice still let the party wipe your enemies clean with barely a scratch? Yup. Will sometimes they come very close to death, even though it wasn't meant to? Yup. But that is because there are dice involved.
And fitting the context of the story is exactly what I am talking about. There never needs to be some ludicrous monster with a million hit points or stupid death skill challenge. But for a first level group, it is easy to take those three goblins and give them an orc overseer. For fifth level, it is easy to take that lamia challenge and let her have a few jackalweres in her servitude. For that 10th level group, it is easy to have the bone devil and minions, but then add an adjacent task that must be accomplished at the same time. (And yes, feel free to try and pick apart the examples. It is not the point, as it simply gives oversight to quickly explain how easy it is.)
One caveat: I will grant you that it takes a lot more planning and experience as the group levels up. By 15th level, the dice can swing so far, that it is like riding a wrecking ball. But by 15th level, there are so many other variables in play that can save a group, that it rarely experiences a true TPK.
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