Hussar
Legend
Exactly. But instead of adding "other considerations" to the adventure, people are demanding mechanical and most often gamist obstacles.
To be fair, it's an entirely gamist problem, so, a gamist solution does seem to be the best answer. After all, it's been repeatedly pointed out that "other considerations" means that the system is now dictating my campaign to me. If the only way to stop 15 MAD is random encounters or time based adventures, then every single adventure has to have either one of those two and probably both.
What if I don't want that? Why should D&D be limited to only your style of gaming? After all, if you don't like the gamist solutions, don't use them. That way you can still have your style of game and I get my style of game and we're both happy.
But, if there are no mechanical solutions, then you're happy and I'm left out in the cold. I mean, even in 4e, it's trivially easy to get an AD&D style game - use Essentials characters and change the healing rates. Done. And, because the game is so transparent, you can pretty easily predict what any knock-on effects, if any, are going to occur.
I have no idea why the concept of having mechanical solutions to this issue is so hard to accept. If you don't like them, because the math is so transparent, it's trivially easy to change. But, if they're not there at all, then I can't really get what I want.
I can get a 4e style game in 3e - healing wands and reserve feats, coupled with some of the later splat book classes generally get there. It's doable, but, it took quite a while to have what I needed. Going the other direction is much, much simpler. With transparent systems with functional math, removing subsystems becomes very, very easy.