It's my claim that endlessly playing dueling anecdotes is largely fruitless. Your table, my table and someone else's table are too different to ever really be able to talk about anything other than very broad generalities.
I agree that duelling anecdotes are pointless. I don't believe there is any value in duelling. Instead, my position is that we accept the everyone has different experiences. As best I can tell, you insist it's a duel because you want to win and prove there's a single default method of play.
Edit to add: However, I completely reject the notion that people with different styles can't have a meaningful conversation, on the basis that there are plenty of people with different playstyles to me whom I'm able to discuss these games with without any issues at all.
The fact that you insist on only giving examples from modules that are 40 years old is not exactly conducive to understanding adventure design.
I am giving examples from the things I know about and avoiding commenting on the things I don't. I have been quite explicit about what I was referring to, and you chose to try and claim I was wrong about those old modules. Now that you recognise I'm not wrong, you are shifting goal posts and complaining I'm making the arguments I claimed to making, instead of different arguments aobut different things you might have found easier to defeat.
Believe it or not, people have actually learned a thing or two about how to design an adventure in the last forty years. I know it's an amazing thought.
I disagree that there is a general trend to improved design -- older designers were perfectly capable of making great adventures and modern ones are capable of making bad ones.
Take a really simple argument - who does more damage overall, fighters or casters? To me, it's hands down the casters. It's not even close. But, that's because I count total damage, not just the single roll. So, if a fireball hits five targets for 20 points each, it just dealt 100 points of damage. Other people disagree and say that the fireball only did 20 points of damage. And around and around we go.
Who cares if they disagree? Why do we all have to agree?
You understand why you think it's a lot. You understand why the don't.
However, with this specific example, I'm not convinced there are very many people arguing that the number of targets impacted doesn't matter. For the ones who do genuinely believe that, I'll just disregard their opinion; if they really believe that inflicting 20 points of damage on one person is the same as inflicting it on five, I don't need any kind of agreed baseline to realise their opinion carries no weight for me on this point.
It's why I usually try really hard not to talk about my own home game. Because, frankly, it's pointless. Endlessly dueling anecdotes is pointless in a thread discussing GAME BALANCE ACROSS EDITIONS. I don't care what happens at someone else's table frankly. Far too often people use their personal anecdotes to "prove" that something is true. Well, it happens at my table, so, it must happen everywhere. Or, it doesn't happen at my table, so, it must never happen. I'm so incredibly tired of that song and dance.
Oh, well, at my table, we never have any combat and never roll a single die all night long, so, there's never any balance problems!!! Yeah, whatever. Oh, at my table.... on and on and on. And whatever happens at "Oh, my table" will always, always support someone's argument.
Why do you need to view it as an argument to be won? That is the problem I'm seeing. There doesn't need to be duel if we are willing to accept our differences.
Having differences does not need to prevent communication. Refusing to accept that these differences matter very much does.
If someone doesn't have combat at their table and thus doesn't have balance problems, then that's not merely an anecdote, it's also a statement of fact. And if you have lots of combat, you can use some common sense to identify that their comments on balance probably aren't of much practical use for balancing your combat. You don't need to prove that your way or their way or some other way is normal to reach this conclusion.
I mean, if you really, really would rather talk about how D&D works when played in a way that no one actually involved in the conversation plays, and which we can't entirely be sure anyone really does, that's certainly your prerogative, but I just don't see much value in it, myself. Discussing how some imaginary baseline group might theoretically play certainly isn't going to help my game in any way, and isn't going to help me understand yours.