Son of the Serpent
Pupil
AgreedNot remotely.
AgreedNot remotely.
I didn't say that WotC was satisfied with the results, but that players and customers are satisfied with the results, which play well when followed while pulling the near trick of working fine if people want to undershoot the expectation (as you point out, many do). Sure, won't be as challenging, but the guidelines point out how to make it a viable challenge.
I couldnt agree with this statement moreI don't agree that players and customers are particularly satisfied with the results, and the circular logic remains in place. You assert that, because official adventure sales are allegedly good, people must be satisfied. This is does not follow at all. On the contrary, the inability of people to make their own adventures work as well as the frankly weirdly designed WotC ones may well drive sales, as people seek something that works better. With 3.XE and PF there can be not the slightest shred of doubt that the complexity and effort involved in constructing encounters for those systems helped drive adventure and AP sales. Thus I suggest sales of official adventures may well reflect a problem with the system, not satisfaction. I have never seen a WotC survey result saying "Oh yes we love 5-8 encounters per day!" even.
As for "they work fine with less", you're contradicting your own, recent statements! Where you called less than 6-8/day "wonky"! Correctly, I would say. They work poorly with less, but player instincts are to pull back earlier and it's hard to write anything but a dungeon where 5-8 encounters in a day doesn't seem contrived in the extreme (certainly if it keeps happening! One day can work, but two or three or more?).
The guidelines do not explain how to make a "viable challenge" because 5E is badly designed here and utterly reliant on spamming encounters in a ludicrous way for challenge, and ill-suited to typical D&D play. And players do notice. My own players have commented that 5E encounters are a lot easier than 4E, and even if I dial the difficulty up, as you say, that makes things "wonky" because the encounters simply become swingy and deadly and blow resources in a disorderly way.
TLDR - 5-8 encounters per day forces DMs to write around this bizarre requirement, and that's perverse because design should serve DMs, not vice-versa. But if it sells adventures and APs I am indeed sure WotC is richly satisfied.
Group C I won't say doesn't exist in actuality, but it is fringe. The game right is tuned properly for groups A & B. Group D is dissatisfied, but...how big is it compared to either A or B? Tuning the game for D would make people in A dissatisfied, though B would be unaffected. I would posit that since WotC has built a publishing schedule aimed primarily at A, and not changed course after five years, suggests that group A is, in fact, the primary market for the game.
This is a very limited scope compared to the wide variance ive seen in player populations both across editions and even in my as of yet fairly recent venture into 5e. What about those who arent interested in encounter structure being relevant at all? Lotta dissatisfied players in the "creative" camp and thats not the only group of creative types who play but 5e fails multiple different sections of players that would be described as the creative/imaginative type. Creative types find 5e (even more so 4e) suffocatingly prescriptive (I am reluctant to point this out but there is such a thing as more valuable players. The creative kind is one of the kinds that DRAWS other players in. Thats valuable.) A high value player is a major resource like a dm. You dont want to disatisfy either and it IS more important than average player satisfaction directly. Those two groups generate a lot of player satisfaction.Not really my point, so I'll put it this way. I see four logical groupings for how people relate to the adventure day:
A. People who play the published adventures and/or follow the DMG and/or XGtE guidelines close enough for government work, and are satisfied.
B. People like Critical Role who do not (often) push the full adventure day, but have fun anyways because strict combat equivalence and challenge are not important to the flow of their game, and are satisfied. (I would put myself and most of my experience outside of the official modules here)
C. People who would regularly want to push past the guidelines, but find them limiting.
D. People who want a game balanced around a smaller adventure day economy, and are dissatisfied.
Group C I won't say doesn't exist in actuality, but it is fringe. The game right is tuned properly for groups A & B. Group D is dissatisfied, but...how big is it compared to either A or B? Tuning the game for D would make people in A dissatisfied, though B would be unaffected. I would posit that since WotC has built a publishing schedule aimed primarily at A, and not changed course after five years, suggests that group A is, in fact, the primary market for the game.