payn
Glory to Marik
I summed this up the other day for my needs and tastes. If I am playing an old school sandbox game, then the manticore is a possibility. To be fair to the players, it will/should be sign posted. Though, its a reality they can encounter and will need to figure out how to survive. If I'm running an adventure path, its a theme that usually has the PCs as good guys who do heroic things. Encounters here are more like set pieces heavily flavored and engaged because they drive the story and enforce the theme. It's not an open game of chance, and wiping out the heroes because of a random roll feels like garbage.Yeah this is the video that ends with the manticore example, and the video itself talks about the difficulty of building encounters and making monsters that have a predictable CR. In terms of balance, I think I would still ask why an encounter needs to be balanced, and what does balance means. It seems to mean that you can play the monsters without fudging dice, and provide a challenging minigame that nevertheless reliably results in PC victory as long as they are decently tactical. While I agree that encounter building could be more intuitive, I think it's an open question as to whether balance in that sense is a valuable design goal.
The other point in the video is that the DMG and supplements should have reliable subsystems for specific kinds of fantasy rpg things: magic item economy, crafting, strongholds, etc. That would be helpful! The dmg is a mess. Some of those rules might be better left to specific supplements (ship rules in GoS, war rules in the upcoming Dragonlance).
Now, any way you slice it, I think balanced encounter levels or guidelines are important. You want a baseline to judge what the PCs are facing. Games with bounded accuracy make the manticore thing a bit more survivable than level based games like PF2. The designers need to decide how that plays out at the table. Otherwise, its an entire crapshoot and GMs and players are just guessing what they are capable of.