You offered inconsistent results as a counter-example to Zapp' s assertions of 'poor' design. I'm just pointing out that inconsistency is consistent with poor design, not asserting that it's proof.
Well, you said "That'd just be another example of 'poor' design." I don't think that need be the case. I think the way the encounters were handled was a much bigger factor than the design of the monsters/NPCs used in each.
And consistency is great, but I would always expects some variance in the results of any encounter, except those that are on the extremes of the difficulty spectrum.
Its a convenient enough umbrella, but, in the hypothetical case I posed, it was the same party, so tactical acumen probably didn't change radically between encounters.
We've only had 3 such systems, all on WotCs watch, and 5e's is certainly the most complex (the 3e & 4e versions readily boil down to comparable levels and simple rules of thumb, while 5e requires the exp budget and multiplier), and arguably the least dependable. I'm sure a case could be made for 3e being even less dependable when you bring rampant optimization and rocket tag into it, or for 4e secondary roles hiding complexity under same level, or whatever.
But, no it's not that complex, only the most complex of the small sampke.
I'm not sure what hypothetical case you posed....maybe I missed something? I was speaking about two examples of play given by CapnZapp. I don't know if he ever said if the two examples were with the same party.
As for the system being the most complex....okay, I suppose that's true. My evaluation was not in comparison to similar systems in other editions, but just based on the fact that it uses pretty basic math of about a grade school level. So despite being the most complex of the D&D systems....it is still simple.
The dependability is another matter. It's hard to gauge. There are many here who seem to think that plugging CR numbers into a daily budget calculation should spit out exactly the same results for every table. Others seem to recognize it as a rule of thumb more than an exact formula, which is probably the best way to evaluate it. Then you have the folks like me who don't even bother with it in actual play.
Those in the first group will likely find the system very undependable. So will those in the third, but they won't really care. Those in the second group, the middle ground, probably have results more in line with expectations.
It's desirable for the inexperienced, in theory, but probably serves only as an object lesson to the new DM to depend on judgement, not guidelines, rulings, not rules...
Yeah, I've made the comparison to training wheels before. It should help get you started, and then once you're going, you don't need it anymore.
Its absence might have invited controversy, but as a practical matter, little difference. IMHO.
Yeah, I don't think I'd expect the editions performance to have been affected by the lack of a CR and encounter design system. It certainly would have been a source of contention for many, but likely the same folks for whom it still is, so I don't know if that would actually be a difference.
I think the discussions and the criticisms would be very different if the CR rating and system did not exist.