My issue is that they don't help DMs in their book. WOTC leaned on DMs being experienced already. The DM is supposed to know already to use lower DCs or hand out items that buff rolls.
It is necessary to reiterate what
@payn already said- apparently, no one reads the DMG.
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Explaining a joke is like dissecting a frog. You understand it better but the frog dies in the process. 1. Introduction- What Does "No One Reads the DMG" Actually Mean? So my undying love of Leonard Nimoy, long-running jokes, and the many nifty and obscure things tucked away in the 5e DMG led...
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Let's look at a few rules I excerpted...
Automatic Success: Characters succeed on any ability check with a DC less than or equal to the relevant ability minus 5. (p. 239)
Automatic Success Take 2: Character succeed on any ability check when they take 10x the amount of time required. (p. 237)
Degrees of Success/Failure: You can have success at a cost on marginal failed rolls, or degrees of failure, or critical successes or failures (instead of all-or-nothing). (p. 242)
Personality Proficiency: Instead of skill proficiencies, you are proficient in ability checks related to your personality. (p. 264)
Proficiency: Use dice instead of static modifier. (p. 263)
Social Interaction: Can be either free-form or rolled. (p. 244)
Again, there are plenty of
official rules and variants to allow you to modify and customize the game easily. And that's just to start with. And that's within the DMG- part of the "Core 3" books.
Make the game what you want. Or, if you don't ... if you don't want to "kludge it," then this isn't the game for you. There are other games (PF2e!) that are much more "all about the math," and that's a good thing!
But I've seen a
lot of people that play 5e bounce off of PF2e, and it's not because of the brand. It's because they don't want that type of math. Which is also okay. Not everything works for everyone.