The problem with this approach is that it doesn't tend to "math out" appropriately. Here's what I mean.
Orc brute might be level 1, orc artillery might be level 2, orc minion might be 4th level. That orc shaman might be 7th level. So you're designing an encounter for a 1st level party, which in my case might have 4, 5, or 6 players depending on who is able to show up.
If you put in 50 XP over what the baseline for an appropriate encounter is, everyone can tell, like princess and the pea. Don't ask me how. It's ended up being the difference between "a thrilling encounter" and "being completely overwhelmed fleeing for our lives."
The online tools that let you +/- enemies are gone. What I have access to now is functional, but not fully featured.
Main difference is that I had players who thought about the game outside the sessions and tried to synergize instead of being individual superheroes.
Madness at Gardmore Abbey - which is widely regarded as the best adventure for 4e.
The math on a monster card makes it trivial to adjust those levels!!!! It’s so simple! Take a l1 orc, add the appropriate given modifiers, and now it’s level 4! Why are you hurting yourself like this?
Players often do not want to engage at this level. A DM may be lucky to have 1 person in the group that operates at this level.
Yes, and it sucks in 5e too - that system just allows for more optimized carry players in my experience. Plus the encounters tend towards smaller damage chunks (to the point where when a CR appropriate caster or big bruiser gets some attacks through I’ve had players get horrified at chunks of HP vanishes).