Answer:
I hear this again and again about how this or that edition is 'more dangerous', but this is ENTIRELY up to the GM and the table! You can play with as much or as little character mortality and as much or as little adversarial challenge type of play as you wish in any rule set of D&D. Even given the basic standard conditions and expectations of, let us say, 4e the variation can be huge (IE there is no hard and fast rule about how much difficulty a party has to face in a day, and mechanically you can impose harsher or less harsh DCs and whatnot within a broad range and still live within the guidelines in the DMG).
Not so quite.
As I’ve said, you can raise or lower difficulty as you want, but default expectations matter. The very book suggests that most of the encounters should be at even level. That’s not the problem. The problem is even-level challenges are too easy. The game just assumes even-level challenges are median mode (as they should be), but they’re not. I order to get even a median mode game, you need to go outside the expectations. This can be very confusing to new DMs, or people simply picking up the new edition, or a system they’ve never seen.
Yes, DMs in all editions have a lot of space to change things. I’m just dealing with default expectations because, if one expectation is more common above all others, is the default one. So yes, it is perfectly possible to have a difficult 4e. It just that this is not apparent and every encounter must be level +3 or so (and this tends to get worse in high level).
I agree, everything seems to be solved with magic by default assumption in D&D. I think this is simply a dimension of the D&D fantasy genre where wizards and priests can do pretty much anything. Obviously it could be made harder, AD&D tended to have things like curses/diseases that required high level clerics to fix, etc. but that wasn't a really good answer IMHO. These things need to be more plot-driven, which D&D is not good at by default.
It’s not even about magic: magic can be quite hard to do, even in D&D. These solutions are too easy and accessible, that’s the problem.
I just don't think that 4e is built to be generate nothing but even-level challenges. This is a bit different from the 'old days' where in 1e a 1HD monster was roughly a challenge for a 1st level PC. However, this was NOT universally true AT ALL, and most monsters had special abilities that made them FAR more deadly than a PC of the same nominal 'level'. All 4e ACTUALLY did was make level have a well-established and reliable MEANING. You want hard 4e? Use level+3 encounters stock everywhere and you're very close to what you'd probably run into in most 1e adventures.
I did not said that. What I’m saying is that even-level challenges in 4e are too easy.
True, in 4e you can predict very accurately if a giving encounter will be easy or difficult. This is tremendously useful. However: 1) You have to adjust the metric. Even-level is not median. 2) It was not without cost.
The problem is it is the wrong kind of dread. I mean, its a fine thing, there are beholders that are just something you never ever face, because they're stupid deadly. However, things you don't ever face aren't really part of the game... OTOH if you make a creature that has effects that are plot relevant, curses that make you seek out widgets that cure them, or whatever, then you have something that is still terrifying (the curse can have all sorts of terrible effects) but its a LOT more interesting than all the 1e monsters that just poison you to death instantly as soon as they hit unless you save. I never understood what was fun about that. 4e didn't exactly get it right, but it laid a lot more of the groundwork for that possibility (though certainly you can do the same in any edition, I'm not really criticizing one more than another).
The fear of being killed. This is the most important and powerful of all fears. Monsters in folklore, myth and such usually are feared because of that or something equivalent (being turned to stone, being stuck in a bottle forever…) I would say it’s the most legit fear.
Moreover, you seen to misunderstand these difficult monsters. The goal is not to always run, but to face these monsters as a bigger, risky thing to do. What I (well, my PC) would do if I know I must kill this beholder/big bad monster or otherwise (insert plot reason here)? Prepare my group and myself, investigate its weaknesses, optimize (in game-term here) our efficiency to deal with those weaknesses, and come up with a plan.
I know many people think it’s heresy to bring stuff from video-games, but here I go: In the electronic RPG field, in at least some fandoms, an well-known term is the Superboss. An optional, stupidly difficult encounter created just to be a huge challenge to players with end game characters. Those who defeat them gain cause for bragging rights. Moreover, in some games but not in others, normal bosses are already hard to defeat, and optional bosses, even more so. This is popular among video-game players, especially the more “hard-core” ones. This thing should happen with nasty monsters in D&D.
Although I do think that 1e went too overboard with all poisons being Save or Die. I prefer other methods of dealing with poison.