i think you've done a great job in this post (quoted from, below) of explaining your particular style of gaming. however, the impression i'm getting is that you aren't really seeing that there are people who enjoy a very different kind of gaming.
kamosa said:
My thesis is that the fear of death drive dramatic tension more then knowing you will probably win because the game is balanced. We've all seen movies where it never felt like that hero was in danger, and it never felt like they were truely challenged. These movies feel very flat and predictable and well boring.
On the other hand a good suspenseful movie where you constantly feel like the hero could fail at any minute and the villian will win is much more interesting.
i don't agree. i prefer the first kind of movie.

seriously, i like watching butt-kicking action movies, and i don't particularly care for overly suspenseful tense movies or tragedies where the heroes die...
and i like my gaming the same way.
I'm saying that gaming has a similar axiom. Saying things are balanced, doesn't mean things are fun, in fact too much balance can lead to a feeling of no threat and this no tension.
gaming for
you has a similar axiom. for
me, gaming is, to put it bluntly, a power trip. i want to play a powerful, heroic figure who kicks ass and takes names and looks good doing it. i don't want to have to run around scared and paranoid because i'm afraid the next encounter might kill me. i don't want to have to spend a lot of time thinking tactically; i want to charge in and kick some booty. games that are too lethal or random or tense are incredibly boring and frustrating for me.
i game for stress relief. games with too much "threat" and "tension" only make me more stressed, not less. i can't enjoy that.
In the end, even in the movies, the heroes will win and evil will be defeated. But the real enjoyment and satisfaction is in how you go from point A to point b, not in how balanced that journey was.
i agree with the first part of your statement. the most important thing is the journey, not the destination. thus, the focus for me is not on
whether or not the heroes survive and win (since we know they will, ultimately), but on
how. you seem to get a lot of enjoyment on the
whether part as well, but that's just not fun for me.
So, it isn't the random death that makes the game fun, it's the feeling that you cheated death and came out on top. Your plan avoided the insta deaths and traps of the bad guys and in the end you came out on top. Those moments are the ones that seems to stick with players. And I guess my feeling is that the CR is being used in a fashion that creates less of those dramatic moments.
on the other hand, i've seen random deaths and TPKs completely destroy campaigns and break up gaming groups. it's a fine line to walk... not enough random death, and you feel you didn't "earn" the victory. too much, and you risk short-circuiting the whole adventure, and then no one has any fun.
and for my part, i don't think i've
ever seen a player react positively or even completely neutral when their favorite PC dies. everyone gets a little sad, a little bitter, a little disappointed. i play games to have fun -- i don't want anyone at my table leaving sad, bitter, or disappointed. perhaps your players react differently. that's fine. but don't assume that everyone behaves the same way or wants the same things.
as far as your last point, i'm just not seeing it. as others have pointed out, the DMG
does not tell DMs to make every encounter exactly balanced and matched for the party. it specifically tells DMs to create a variety of difficulties, from fairly easy to extremely tough. so the CR system is not levelling the playing field and removing those dramatic moments.
in addition, experienced DMs already know not to make every encounter of the exact same difficulty, and i've never seen a published adventure that had every encounter in it at the same EL.
so i don't really understand where your argument against the CR/EL system is coming from.