If you want to make official adventures less of a cake walk: My advice, do not make every fight harder but when you are preparing (reading through) the adventure, pick out the fights that you think could be interesting and amp them up. Use milestone levelling and pre- note where in the adventure you are going to grant the levels.If you get the reference, you have good taste.
TLDR: 5E isn’t exactly wrong on survivablity.
I've been running OSE IE Old school B/X with some modern flair for the last few months in a sort of sandbox style game. It's been super awesome. Most fun Ive had DMing in a long time.
Easy to run and play. It's D&D without all the chaff and bloat.... and yeah it's deadly. A bit less so with some house rules for more HP and better saves etc etc.
But stuff like instant death poison or a well rolled damage roll, it's still got claws.
A month ago I'd have said that's just the way it is. It's tough but fair (No save sleep spell is a good balancer) and the chance of death makes the successes all the sweeter. Winning a battle or surviving a deadly trap by the skin of your teeth is such a good feeling.
Yet.
None of the original party remain.
Usually this wouldnt be a big deal in the sandbox style. The premise being "Go out and amass gold and glory." Problem is, I gave them a specific quest at one point to save a party member who's life is on a timer. No one is left alive to care except the cursed party member. Which again not really a big deal as its all apart of the gold and glory thing.
But I do feel bad that there is a lack of attachment to the characters. Level 1-3 can be brutal especially for Wizards and the like. I can see why a lot of campaigns start at 3 or better.
My point:
Reading some Dragonlance and Drizzt novels and you never worried about Drizzt or Tanis etc dying to a rando goblin or trap (lets not get to far into Tanis' BS death but the point stands). These characters didn't start at 1, more like 3 (and they had awesome stats). But yeah Raistlin or Regis survived their first few adventures. OSE/BX Fighter, Elf, Thief, Cleric, Dwarf, Halfling, etc et etc did not.
I usually rag on modern D&D for being to easy on the players. And when I say this I say this as a DM that main runs published adventures. The WotC official ones seem to want it to be easier than usual. Ive run non-official published adventures and found those to be a good challenge for the players (though not always just due to baked in stuff like multi saves and going nova.
5.5 looks to take that further but I had to walk through the fire to I guess really get it.
Now Im not saying 5th ed has it right but there has to be a middle ground. I'm looking forward to taking 5.5 for a spin and maybe figure out how to make the official adventures less of a cake walk. Dragonlance, Planescape, and Vecna to name 3 I currently own. Double the monsters? IDK
OSE works pretty well and it's easy to house rule up and down. Perhaps poison isn't almost always a death sentence? Or perhaps just start at level 3 or 4?
I get how "Your character is the one who survived to level 3" is in fact true and also "Living to level 3 is your character's back story" is also true. A rite of passage and all that.
Though I suppose on the flip side, OSE/BX characters are so simplified and easy to play compared to 5E making, understanding, and playing a whole new character is fairly simple. But yeah I want them to be Big Damn Heroes with some actual danger.
Much to consider....
Make location combats dynamic. The first enemy grouping should react as guards, some try to block the party, and one signals the rest, blowing a horn, banging a gong or something.
The neighbours should then notice the alarm being raised and move to the defence.