dave2008
Legend
I agree it's easy to adjust a monster's ability to inflict or withstand hit point attrition. I do it all the time. The changes I'd want to make for a 5e "hard mode" involve ways to die other than hit point attrition. The way I see it, those are things that made TSR D&D feel like "hard mode" -- those are the things that created the suspense. Hit point attrition really doesn't do that, at least until you're one hit away from being dead. And in 5e, it doesn't even do it then. You only get it when you're one death save away.
I don't know if I've explained that well. It's easy to make 5e harder. But it takes more than hit point attrition management, IMO, to make the play experience feel like "hard mode."
YMMV, but that is all I really need for my groups. IMO, it often comes down to DM and player tactics & strategies. Some DMs can make 5e RAW game deadly with superior use of setting, terrain, and tactics. But I that is not my strong suit. I can, however, make 5e hard (again for my group) by adding a little HP (so monsters last longer), and upping damage.
Of course when I played 1e 30 years ago we never used save or die mechanics, so maybe I've always looked at it differently.