Again, somebody posts a reply telling us what we can discuss without actually adressing the OPs problem.
It is as if discussing what the discussion can be about is easier than discussing the actual issue. Go figure.
Now you are full-on having a discussion about the discussion rather than the topic. I won't have it.You were the one who started trying to dictate what was on-topic in this discussion. Are you the only one allowed to do that?
But if it's all up to luck, how can you get better at making the spell stick?5E is basically a game of two people who know nothing about each other trying to figure out what the other guy's weakness is. Sometimes its obvious and you'll get an easy stick v. your highest DC. Sometimes it isn't, sometimes they'll just roll well/badly. There's a LOT more luck, especially at lower levels then I think there has been, at least recently, in D&D.
So, @OP: don't change anything. Help your player get better at making his spells stick, but don't adjust the rules.
But if it's all up to luck, how can you get better at making the spell stick?
Fair enough.I didn't say it was all on luck. I said it was more on luck than it has been in the last two editions.
I can see the case of turning Hold Person into a damage-enabling spell, but I can also see Hold Person coming across as weak if you want to use it the old way, as a way to remove somebody from the fight and to deal with later.
Perhaps Hold Person then should have been renamed?
Perhaps there is room for a Hold Person that does not give advantages to attacking the victim, but in return makes the victim unable to participate in the combat for longer?
I'm bringing this up, since the response to the OP seems to be "the spell is used for something else now, change the way you use it and it's fine".
In effect, the old Hold Person has been sneak-removed, no?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.