If you don't constantly wipe out your PCs, you are probably subconsciously doing some kind of encounter balancing (at least in terms of the adventure design).
Well either the PCs retreat from superior forces or they don't and they die.
Nothing really new about that.
But yeah, when I'm setting encounters they are meant to succeed at, I consider what they can reasonably handle and I build towards what I want the outcome to be: easy success, challenging success, or pyrrhic victory (there are more "settings" than that on the dial, but that suffices). If it looks like things aren't developing the way I planned I either let it roll or cheat. Whichever feels like the better option at the time.
Up until 3e, I just figured every ST/DM did that. With 3e though (and more importantly the internets) it seemed more and more DMs were on about "encounter balance" and "rules expectations".
I dunno, just feels like my grognardism is coming out on this one.
Sure, but if you want to make a truly mass-audience game and make fun and reliable to run, so people stick with it and love it,you need to make it as solid and reliable as possible.
I don't think that's a possible design goal. I know it's just anecdotal, but no one I know personally likes D&D as their "favorite" game. With most of my friends it's a 3rd or 4th pick... it's just tended to to be the one game everyone in the group*
didn't hate, so it's what we played the most of.
If that's what 5e is shooting for, I'm not sure they'll be able to hit at this point in D&D's life cycle. There are too many other games let alone other versions of D&D to be able to grab "center market share" with just 1 rules set.
Will D&D stay on top? Sure, Pathfinder and the OD&D clones alone will ensure that.
* Except me, but my hate isn't so deep I can;t enjoy playing it. It just means D&D is my 'last pick".
This sort of guidance can help so much in making the game feel fun and the DM feel like he's done a good job.
I believe we have different definitions for "game feels like fun" and "DM did a good job".
I wouldn't have believed it would help so much before I saw a working system that did it, to be fair.
I can accept that.
DMs didn't just design encounters to wipe the PCs out, or the like, they had expectations about PC levels and numbers, and built encounters to certain difficulties accordingly. It's just that it was very easy to make serious misjudgments, and the only way to correct those was fudging (alternately, letting a TPK you didn't intend and that the PCs didn't deserve, and that didn't enhance the game, just happen).
That's not "balance" though, that's "building to what you want". Did DMs in the best try to make each combat fit into a mold of "use 25% of the party's resources"? Maybe. I know I never saw it happen.
And that's "encounter balance" to me. Picking some arbitrary amount the party needs to expend on a combat and building for that. It's weird and unnatural and never made sense to me.