Jester David
Hero
The logic is the numbers don't go up for the sake of just having bigger numbers.1. Fighters suck. This has pretty much always been the case in earlier editions, so I am not surprised, but in 5E they seem even worse than before. Tell me this, with the same stats and in normal clothing, why is a 20th-level fighter just as easy to hit as a 1st-level fighter??? Sure, the higher level guy might get a point or two of AC from feats, maybe his Dex is a bit better for another point or two, but that is basically it. Why don't the classes add some portion of their proficiency bonus to AC or something? After all, you get better at attacking (proficiency bonus increases) as levels increase, but no better at defending? Where is the logic in that?
3e and 4e both had the fighter's AC go up and up while monster accuracy went up and up to match. So the fighter was still getting hit just as often in a fight at level 20 as at level 1.
The disadvantage was if you wanted to, say, have the 10th level party fight a dragon with a dozen kobold servitors, you couldn't as the kobolds would be hitting with a huge penalty and couldn't contribute to the fight. You had to create some variant kobolds that were mooks for a L10 but likely had better numbers than every other kobold. A small group of level 7 or 8 kobolds that were basically super kobolds but didn't run off and become kings of their own kingdom and instead served the dragon.
This is known in the game industry as "bounded accuracy". The DCs and target numbers don't increase.
Which is very similar to AD&D 1 and 2 in regards to ability checks. The numbers didn't really change at higher levels.
At higher levels you might find a lock that has the same DC to pick as at level 1, or a secret passage that is just as hidden, or a door that is just as solid when you batter it down. The difference is that your bonuses increase so your odds of success increase. The rogue is better at picking locks and the fighter can effortlessly kick in a door.
Yes, a wizard can potentially kill the entire party with one spell. Good thing they're targeting the enemies instead.2. Burning Hands: way too powerful! Hmm... AD&D Burning Hands: range 5', 1 point per level of the caster, no save. Now, 15' range, and 3d6 to every target (avg 10), save for half (not likely at lower levels). Without Con bonuses, a party of 1st-level characters in tight formation could be toasted by a single level one spell!

Burning hands is a powerful spell because it's something a low level wizard can maybe do once or twice each day. It should change the entire flow of battle. Whereas in 1e, they might be better off using a dagger still.
5e has tried to level the power curve of wizards. In 1e they were terrible and weak at low levels and gods at high levels. Which seems fine on paper: you're overall balanced and rewarded for sticking with the character. In practice, it means the wizard player spends weeks or months not being very effective or contributing. Assuming the campaign runs long enough for them to reach high levels.
This complaints go hand-in-hand with the above.Now, I've noticed a lot of monsters have tons more HP than earlier counter-parts. Take Ogres for example: old version about 19 hp, now averages 59. So having a spell do more damage sort of makes sense, but against PCs at lower levels this seems potentially devastating.
Lots of years of play have shown that 19 hp monsters don't last long in combat. Maybe two or three good hits. Potentially not even a full round. Very often the low hp of creatures like ogres had to be "balanced" with high AC. Like in 3e where they have 26 hit points but a 16 AC despite being the broad side of the barn and typically portrayed as wearing rags around their junk. Missing in combat isn't fun and just makes you feel like you wasted your turn. It's much more fun to drop the AC of the ogre way down and ramp up its hit points.