On a related note, I don't like the warp speed with which characters level in 5e. I'm nostalgic for the days when a level 8 character represented a year of effort, and each level felt exponentially harder. I felt invested in my character. Now they feel disposable.
I agree. I’ve drastically slowed down the level progression for my 5E campaign. I like the idea of long adventuring careers that include multiple quests and tasks rather than one long adventure that spans all levels. I’ve pretty much abandoned the XP system entirely and I grant levels when it seems appropriate.
My 5E group has played through the following:
- Lost Mines of Phandelver (levels 1-4)
- A couple of homebrew modules (4-5)
- Princes of the Apocalypse- the Haunted Keeps and the Air Temple only (level 5)
- The 2E Planescape module Dead Gods (5-6, modified significantly)
- Homebrew module involving the City of Shade and the City of Brass (6-7)
- Curse of Strahd (8-9)
- More Homebrew and some of the higher level stuff from Princes (9-10)
- Currently just starting Tomb of Annihilation (Level 11 to probably 12)
And I still have plenty planned. J have a major overarching atory that toes most of the above together. If I played with XP and levels as expected, I feel like my PCs would never be the right level for what I want, and their career would be far too short.
So the fact that some of the high level threats in the published material requires “cheats” for the PCs to be victorious doesn’t bother me at all. It gives the option of using the material as presented, or using it as high level content without the “cheats”.