the Jester
Legend
my problem is take 2 parties of 10th level (your ed of choice) both are Human fighter, Elven Wizard, Dwarven Cleric and Half elf rouge(thief whatever) both have good above average stats...
group 1 has a +2 greatsword, a +1 holy hammer, 3 +2 daggers, +1 full plate, +1 shadowed leather, +2 chain, and +2 cloth armor, and 2 rings of protection, 4 magic amulates and a dozen potions and scrolls, a pearl of power level 4, and a ring of wizardry 2, and 10 wands (one a cure crit wounds) all of them have 20+ charges left, belt of giant str(+4), gloves of dex(+2), head band of int (+2), and perift of wis(+4).
group 2 has a +1 Defender Longsword, a +1 acid dagger, + 1 scale armor, and bracers of armor (worst in game) a wand of cure light with 9 charges left
those groups have very very different capabilities and could easily mean one could curb stomp an encounter that would TPK the other...
Yes. That's why letting the parties choose their path (and if they're smart, they will assess which path they can handle) is important in campaigns where you don't tailor the encounters to the party.
For example- spoilers for Temple of Elemental Evil here:
[sblock]When pcs go the Temple of Elemental Evil, they have several different choices for which entrance to choose. One of these, if discovered (and it's not that hard!), leads to somewhere about the fourth level of the dungeon, certainly a very dangerous area for lower level pcs. Yet it's there for cocky, careless or especially daring pcs to take if they want the risks; and the rewards are commensurate with those risks. On the other hand, they can take the ordinary way in, with weaker initial opponents, but less treasure to be had. [/sblock]
Or another example, from Keep on the Borderlands:
[sblock]The Caves of Chaos offer tons of choices, ranging from kobolds to an ogre. Some of these are far more dangerous for 1st level groups than others; again, the rewards go up with the difficulty, so the pcs can act according to their comfort zone.[/sblock]
This element of choosing your danger was a key component of play in early D&D and remains very important in sandbox games (such as mine). This element of choice affects how much treasure the party has, how quickly they advance in levels, their reputations, etc. In essence, it's in opposition to strict wealth by level rules. And it's an element I really like as both a player and a dm. I really hope 5e supports and enables it.