Argyle King
Legend
I think the point is that 5e (like Mike Mearls) doesn't care how you build your encounters.
If you want to grab a single opponent, that's fine. If you want to carefully construct an encounter out of creatures of multiple levels, that's OK too. You can even send in the baddies in waves, if that meets your fancy. Alternatively, if you want to populate your dungeon level with one day's worth of enemies who are encountered in whatever order, that's a good choice also. Or, if you want to let beasties wander where they may and leave it up to the PCs to decide whether to fight or flee, that's hunky-dory too. The goal here is an inclusive edition that is capable of supporting a variety of styles and tools for designing adventures.
Now, we can criticize whether the 5e tools aren't good enough in one of these areas, but there's no question that the goal is to support all types of encounter designs.
-KS
As long as the goal works, I'm happy.
Though I am curious (and have some concern) about trying to smash two seemingly very conflicting ideals about encounter design into the same system. I also have some concern about how well things work. So far, my impression of 5E is good from the player side of the table. I don't have enough experience from the DM side of things to have an opinion.
Though, I am aware that the people I game with in my home group often seem to be more skilled players than average. At the same time, the performances of creatures during Encounters sessions haven't been impressive. It might be a good idea for me to treat them as a larger party and shift the XP multipliers a step. At a glance, there are a few other adjustments I feel I'd need to make, but I'd like to try running the game and getting more experience before changing things.