That's likely because we're having two different discussions. I'm mentioning this campaign because it is the current one I am running. I've discussed these same problems when I was running a point buy campaign and seen the same arguments. The only new one was the "6 to 8 encounter day" solves everything argument. I've been in this dog and pony show too many times. I respond mostly out of a sense of courtesy to respond to someone that has taken the time respond to a post of mine. Most of the responses tend to be wrong assumptions that I'm growing extremely tired of answering.
I'm trying not to make assumptions, and to only address what you have actually said. I realize that there were two aspects to the discussions...one the party designed for he challenge and another you brought up in your current campaign. I don't assume all games you play are like that, and you said that was not the case, so I get it...but I don't think that mentioning that campaign was very useful to your argument.
I don't know I I hold to the 6-8 encounter rule as solving everything, but having more encounters and having a party conditioned to think more encounters are likely before they can recover certainly mitigates many concerns about party power. Not all, you are correct. But it's one area, and kind of a foundation to start with.
I would rather say that you can make the overall math work. I wouldn't say it works very well at a baseline level. There are lots of ways to boost your abilities far beyond what monsters can handle like the easy access to a 26 AC enough times per day to make many fights trivial is an easy possibility in any game that I'm surprised more people haven't experienced. 28 very easily is very possible as well. This is using point buy, no feats, and only multiclassing. I noticed a few people banned multiclassing, which was probably wise for game balance.
Here's the thing....there are many many more ways to not get your AC to 26 or 28. Of all the combinations of classes, abilities, spells, and gear....most of them don't reach that level. The game as it's designed does not expect the party members to find only the most mathematically beneficial combinations and then crank out minmaxed PCs like an assembly line. So that's a big part of the problem. Your players are intentionally trying to make the math break down. They may not see it that way, but really, that's what they're doing. And in a lot of ways, that's fine. If that's what you guys enjoy, then more power to you.
But the game does not expect that. The game assumes that for every optimizing power gamer, there's also a 10 year old girl playing with her uncle, and all she cares about is being an elven princess who ran away from her kingdom so she could be an adventurer. This player isn't worried about winning combat so much as she just wants to pretend for a bit. She's not concerned about maxing Dex and dumping Str, and making aure she takes sharpshooter instead of her first ASI because DUH everyone knows ranged is superior!!
The game is designed with both of those players in mind. So if your players are all optimizers, then you have to adjust things. To me, this is a given...I would assume this to be the case, and wouldn't blame the game for it. And I think that's the basic argument.
Treasure does. I'm working on how to take that into account in this campaign. We didn't hand out near this much treasure in any previous campaign. Items were very limited. This campaign is a bad example to use, though I will state that a two or three times deadly encounter seems like it should be harder.
It isn't. I control the power scale according to the circumstances. Two campaigns point buy by the book. Two campaigns 33 point buy with only one 8 stat allowed to smooth the stat dumping. This has been the most generous campaign yet because I wanted to make fighting the Lords of the Abyss something special.
I think magical gear, despite being so limited in this edition both by the cap of +3 and with many items requiring attunement, ironically may have a bigger impact than ever. I've long been stingy with magical gear (to a fault, honestly), so that idea appeals to me in a way. But it also means every item you give them can have a huge impact on the game, especially if it's given at a level that's a bit lower than it should be given.
Not much to disagree with. It's been like this in every edition of D&D I've ever played. The reason I learn these math problems is due to min-max players. They really show you how to leverage game mechanics against the environment. This helps me find problems with the game math, so I can fix them either with a house rule or on the back end with encounter and monster design.
I just don't think the 6 to 8 encounter day is a panacea to the game math problems. The idea that it was I felt required a challenge. There is no easy fix for the problems in 5E anymore than there was an easy fix in any edition of D&D. You have to take the time learn what abilities cause problems, then test things to see how to get the feel you want. That's all folks like CapnZapp, Hemlock,Zardnaar, and myself are doing. We found some problems with the math of the game that players can leverage to make the game too easy and we're figuring out how to make changes that work to make the game as challenging as we want it to be.
It seems every time these discussions get started, someone wants to challenge that idea like the game system is perfect. It isn't. Never has and never will be a perfect edition of D&D. And encounter building has always been a work in progress in every edition. It takes time to figure out what works and what doesn't. These little tables rarely work. I liked the idea of challenging Flamestrike's belief the table works fine. I don't think it does. I don't think those tables ever do, at least not against experienced players. Better to do experimentation on your own until you figure out what will work and what won't than use those little tables in my opinion. Better to understand how the game rules interact than rely too much on CR assumptions to determine if a monster will be challenging. That's often been the point of these discussions from my perspective.
I don't think there's any panacea. The game isn't perfect and won't be perfect even if adjustments are made. I myself don't stick to the tables at all. I think the 6-8 guideline is a decent tool to use, but I don't think it's the end all be all. But I don't think that [MENTION=6788736]Flamestrike[/MENTION] thought that either. He clearly had encounter design and environment and time constraints and all kinds of other tools in mind to help the multiple encounter day be challenging. I think he was right that it can be done, I just think that there was a fundamental difference about what "out of the box" meant. I don't really see either side as right or wrong...you and some of the other posters you mentioned who view the game through the lens of optimization all make plants of good points.
As with most things, the answer is in the middle ground. But either way, good discussion.