I'm A Banana
Potassium-Rich
I've been guilty of the exact same thinking about the CR/EL system. However, I am forced to agree with KM on this. The universe doesn't always issue challenges that just happen to be exactly the level that the PCs are.....It issues half the challenges at the PC's EL, 10% at lower EL, 20% that are easy if handled right and hard otherwise, 15% at 1-4 ELs higher, and 5% at 5+ over the party's EL.
So, you can see that the universe delivers challenges formulaically based off the party's level, but not actually always at the party's level.
Surely that "video game" feel dissipates when you consider this difference?
DMG Pg. 44 said:Writing an adventure with strong motivation is really a matter of knowing what style of game you and your players prefer...A status quo motivation isn't really a motivation in the strict sense of the word. It's the fact that (for instance) adventure awaits in the Lost Valley for anyone who dares brave the wyvern-haunted cliffs that surround the place. The PC's can go there or not, depending upon how they feel...
This is further discussed in Site Based and Event Based adventures. And then...
DMG Pg. 48 said:Just as with motivations, encounters can be tailored specifically to the PC's or not...In a tailored encounter, you design things to fit the PC's and the players...A status quo encounter forces the PCs to adapt to the encounter, rather than the other way around. Bugbears live on Clover Hill, and if the PC's go there, they encounter bugbears, whether bugbears are an appropriate encounter for them or not. This kind of encounter gives the world a certain verisimilitude...You could decide where the dragon's lair is long before the characters are experienced enough to survive a fight against a dragon.
So later, when speaking about how many encounters of what rank of challenge an adventure can have, it can be reasonably assumed the DMG is addressing the needs of those who tailor specifically to the PC's, rather than those who establish a status quo (who already have the CR's of their adventure based on their previous establishing details).
Challenges are based off of a party's level exactly as often as you want them to be as a DM, according to the DMG. And even when they are based off a party's level, there should be a fair share of encounters that the PC's cannot win. So even if you are tailoring your adventures to the PC's, the DMG tells you specifically to overwhelm them on occasion.
So the CR system doesn't suffer from the problems Mistwell has with it, nor does it even base encounters, necessarily, off of PC level, if you don't want it to.
It does rather reliably give you a baseline of difficulty, though.