That's far too simplistic and dismissive IMHO. The Alexandrian puts far too much weight behind individual paragraphs, and he's not alone.
In reality we have "show, don't tell".
Early adventures for a game line have a FAR higher impact on people's perception of how to run that game, than anything written in the rulebook. He puts far too high faith in a DM guideline shaping the game. Many DMs don't change their games just because one sentence out of a thousand seems to indicate they should.
Your argument has a problem in that early adventures
did follow the guidelines.
The Forge of Fury had an encounter with a roper, which was an overwhelming encounter. People got upset. Adventures then stopped doing that. Like you say, people do what adventures do, so the norm became having encounters that were appropriately challenging (meaning not too easy and definitely not overwhelming).
What Alexandrian does is tantamount to cherry picking. I'm sure I could find a rules passage that counteracts his arguments. Plus, he reads a lot more out of that passage that what's necessarily there. (Hint: That the advice is telling you that heroes can take on more low-level encounters than high-level encounters is NOT a clear mandate to include lots of trivial encounters!)
The overall point of the article is advice to GMs on taking full advantage of the rules (note that Pathfinder 1e hadn’t even been released at the time of its writing), but it’s really just the historical elements that are relevant to this discussion. What I’m trying to show is a progression from an old-school style (where encounters are what they are, and sometimes they’re just too hard) to what I’m calling “3e-style” where they are appropriately challenging for the party.
If you think there’s a passage in the DMG that contradicts his claims, please cite it. I’ve reproduced the part he’s discussing below.
3e DMG, page 102
Table 4-2: Encounter Difficulty
% of Total | Encounter | Description |
---|
10% | Easy | EL lower than party level |
20% | Easy if handled properly | Special (see below) |
50% | Challenging | EL equals that of party |
15% | Very difficult | EL 1 to 4 higher than party level |
5% | Overpowering | EL 5+ higher than party level |
Easy: The PCs win handily with little threat to themselves. The Encounter Level for the encounter is lower than the party level. The group should be able to handle an almost limitless number of these encounters.
Easy if Handled Properly: There’s a trick to this type of encounter — a trick the PCs must discover to have a good chance of fictory. Find and eliminate the cleric with
improved invisibility first so she stops healing the ogres, and everything else about the encounter becomes much easier. If not handled properly, this type of encounter becomes challenging or even very difficult.
Challenging: Most encounters seriesly threaten at least one member of the group in some way. These are challenging encounters, about equal in Encounter Level to the party level. The average adventuring group should be able to handle four or more challenging encounters before they run low on spells, hit points, and other resources. If an encounter doesn’t cost the PCs some significant portion of their resources, it’s not challenging.
Very Difficult: One PC might very well die. The Encounter Level is higher than the average party level. This sort of encounter may be more dangerous than an overpowering one, because it’s not immediately obvious to the players that the PCs should flee.
Overpowering: The PCs should run. If they don’t, they will probably lose. The Encounter Level is five or more levels higher than the party level.
You’ve focused in on the trivial encounters, but that’s a red herring. What people got upset about were the “impossible” encounters. 3e introduces that table by saying that “a well-constructed adventure has a variety of encounters at several different levels of difficulty.” I thought this might just be old-school stuff that snuck into 3e (like the accidental facing rules), but 3.5e’s DMG says the same thing (pp. 49–50).
What I think really helps underscore the evolution in adventure design is PF1’s CRB. It discuss things in terms of a “well-constructed adventure”, but the
building an adventure tells you what CRs are appropriate. Given that PF1 is (more or less) compatible with 3e and 3.5e, that tables effectively constrains you to challenging and very difficult encounters. PF1 basically dropped the easy and overpowering categories.
Having seen that PF1 dialed in on appropriately challenging encounters, I don’t think it’s a stretch to conclude that PF2 set out to fix the problem with challenging encounters not actually being challenging. If you play badly, a moderate-threat encounter will kick your butt.
If we look at the breakdown of encounters that have been posted for
Cult of Cinders, most of them are moderate-threat or higher. People got what they said they wanted, but is that what they actually wanted? I suspect not. I think some people said they wanted challenging encounters without understanding the implications, but I think other people wanted them as something to trivialize with their character-building prowess.
It’s something you’ve pointed out here before several times. There’s just no way to get an edge in PF2. In PF1, you could build your way past a difficult encounter. If players knew the system, and built good characters, they could beat those challenging encounters without a problem. In PF2, they can’t. Your only option is to work together well as a team. That shift in system mastery from out-of-game (character building) to in-game (teamwork and tactics) is probably better for the game in the abstract, but it’s certainly causing issues with people picking up adventures and then getting destroyed.
I say that this shift is better in the abstract because I was once convinced it was the better approach, but I’m currently questioning it. 5e doesn’t approach balance so meticulously. A group that doesn’t use feats and just plays their classes is obviously weaker than one with e.g., a paladin/blade-pact-warlock multiclass and all the right feat synergies, but it people have figured out how to work around it because the system in general tries not to make too many assumptions about power level. I mean, the system claims not to consider magic items, but magic items make a pretty big difference too.
Anyway, I’ll say it again. For old-school play, PF2 works really well. I love having tools that work because I can just not blow up my party all the time with nonstop moderate-threat encounters. It kind of sucks for people getting destroyed in official adventures, and that’s ultimately going to be bad for adoption. It’s actually kind of ironic that PF2 might need its own OSR moment given its heritage and overall design.
The bigger point is that: if the rules were so unequivocal and clear, how did the adventures become so different? The obvious answer, of course, is that it isn't hard at all to understand how adventures did not "respect" his quoted passage.
Well, yes. That’s the point. Adventures responded to what the market wanted. That’s not a flaw or a criticism of what happened. It’s just what it is. If Paizo is sensible, they’ll respond likewise by continuing to refine how they design their adventures, and we’ll see future ones designed to be less difficult overall.
Challenging combats is more fun than trivial ones.
Being forced to trudge onward while vulnerable and exposed is far less fun than striding proudly forth, whole of mind and body.
This is where we that discussion on play style goes.
