Your stated concern is that 5e is a poorly and/or haphazardly designed game, one you contend was designed by a "klutz".
That does seem unfair. How would Zapp know anything about Mike's gross motor coordination?
I'm unclear as to why your concerns about the design choices of the game mean that the game is poorly designed. It may not be to your taste, but that doesn't mean it's bad.
5e's meant to evoke past editions, and past edition have approached attacks in a few very different ways. 5e does a fine job, with regards to saves, of evoking the classic game at low level and 3e at it's least broken. But, while it makes PCs amazingly resilient in terms of hps relative to 1e, it also makes them much more vulnerable to failed saves. That's in keeping with 3e, which was whack-tastic-crazy-broken in the favor of save-DC-optimizing Tier 1 casters - which is maybe not the best thing to be in keeping with, if you're aiming for a broader range of styles & feels.
Some sort of better-saves-module, especially something that'd help at higher levels, would not have been unreasonable.
I'm talking about a DC of "Impossible". A DC which no check will ever be considered a success. A DC that is essentially the DM saying "you will fail this, no matter how hard you try, no matter how well you prepare, no matter how good you roll, the outcome is always failure."
What's the point of that in a game?
In games that aren't 5e, I suppose the point is to allow 'player skill' (strategy, system mastery, et al) to overcome the random element of the die roll.
In 5e, there's no point, as the DM would just narrate failure rather than setting a DC that high.
1. From a design perspective, you shouldn't just focus on the difficulty of the saving throws, but also on the likely impact of missing saves. The impact of a missed saving throw, overall, is fairly minimal in 5e in almost all cases. Most effects have been reduced to either hit point loss or allow you multiple saves (one per round, etc.). So the effects of missing saving throws is much less.
This point has been made, and, while 5e pushed the resolution of some former save-or-die effects to using hps instead of or as well as saves, it has not eliminated save-or-else effects that bypass hps, leaving save bonus as the only indicator of increasing ability to resist with level.
3. I agree with Tony Vargas, in that 1e had the "best" saving throw system (by class, advanced with level), but that ship sailed a long time ago. That was a much more table-centric era. You can't just graft that on to 5e.
The basic effect, that all saves improve with level, is trivially implementable in 5e, by simply adding proficiency to all saves, just as casters add it to all their DCs. Stats would still swing that by 6 points (from -1 for a dump stat of 8, or lower in random generation, to +5 for a 20).
The more nuanced approach of advancing at different rates, that was the norm in the TSR era would be slightly trickier to implement. You could have two tiers of save advancement, one full proficiency, one half or prof-2, for instance. And/or you could add 'expertise' in some saves...
In the end, this was a deliberate decision.
It's been a trend, anyway. Starting in 3.0, save DCs started scaling, and at least some saves started scaling more slowly, creating a net greater vulnerability as characters leveled. (Even 4e, which didn't use saves, as such, used non-AC defenses that, as 'treadmill'-like as 4e generally was, would tend to fall behind due to the need to focus on primary & secondary stats by class.)
Lovely for casters optimizing their spells' DCs, pretty sucky for everyone else.
I'm talking about a DC of "Impossible". A DC which no check will ever be considered a success. A DC that is essentially the DM saying "you will fail this, no matter how hard you try, no matter how well you prepare, no matter how good you roll, the outcome is always failure."
What's the point of that in a game?
In games that aren't 5e, I suppose the point is to allow 'player skill' (strategy, system mastery, et al) to overcome the random element of the die roll.
In 5e, there's no point, as the DM would just narrate failure rather than setting a DC that high.
1. From a design perspective, you shouldn't just focus on the difficulty of the saving throws, but also on the likely impact of missing saves. The impact of a missed saving throw, overall, is fairly minimal in 5e in almost all cases. Most effects have been reduced to either hit point loss or allow you multiple saves (one per round, etc.). So the effects of missing saving throws is much less.
This point has been made, and, while 5e pushed the resolution of some former save-or-die effects to using hps instead of or as well as saves, it has not eliminated save-or-else effects that bypass hps, leaving save bonus as the only indicator of increasing ability to resist with level.
3. I agree with Tony Vargas, in that 1e had the "best" saving throw system (by class, advanced with level), but that ship sailed a long time ago. That was a much more table-centric era. You can't just graft that on to 5e.
The basic effect, that all saves improve with level, is trivially implementable in 5e, by simply adding proficiency to all saves, just as casters add it to all their DCs. Stats would still swing that by 6 points (from -1 for a dump stat of 8, or lower in random generation, to +5 for a 20).
The more nuanced approach of advancing at different rates, that was the norm in the TSR era would be slightly trickier to implement. You could have two tiers of save advancement, one full proficiency, one half or prof-2, for instance. And/or you could add 'expertise' in some saves...
In the end, this was a deliberate decision.
It's been a trend, anyway. Starting in 3.0, save DCs started scaling, and at least some saves started scaling more slowly, creating a net greater vulnerability as characters leveled. (Even 4e, which didn't use saves, as such, used non-AC defenses that, as 'treadmill'-like as 4e generally was, would tend to fall behind due to the need to focus on primary & secondary stats by class.) 5e, which has returned to the classic game in so many other ways, has more or less stuck to that trend, as it has with the related-seeming trend of removing restrictions, risks, & limitations from spellcasting, and giving casting to more classes....