abirdcall
(she/her)
Interesting - the designers have kinda baked in that there's a sweet spot, and tried to extend that part a bit via tweaking of the advancement table.
My question for you 5e-playing types: is the 5th-11th range in fact 5e's sweet spot in play?
Yes.
The game is split into 4 tiers with suggestions about the scope of adventures.
It is something like this:
1-4 - apprentice. Adventures might involve the fate of a village.
5-10 - heroic - adventures might involve the fate of a kingdom.
11-16 - adventures might involve the fate of a plane.
17-20 - adventures might involve the fate of multiple planes or even the multiverse.
Those are just examples of the scope of the PCs potential influence on the world (not literally the types of adventures assumed).
5th level is when most characters either get a 2nd attack or 3rd level spells.
It is when players start having a lot of options about how to plan and approach different challenges. Where in the apprentice levels they are mostly trying to react to things happening to them and survive the best they can.
Level 11 is another spike in power with either 6th level spells or a major ability like a 3rd attack.
WotC identified that most people like to play in the heroic tier so they stretched it out. They made the training tier shorter and for the people who like to play high levels they made it quicker to get to the really big epic situations.