Maybe I'm a grognard, but I have never needed Critical Role to show me how to roleplay. It's designed for entertainment. It's like watching the Bachelor to find out how to date.
* spreading out the saving throws so that any "dump stat" can actually hurt. Instead of focusing on Con, Dex, and Wis, you'd want all of them to be good. Adding 1/2 or 1/3 of your proficiency bonus to untrained saves might have been a decent idea as well.
Inspiration is a horribly wasted mechanic. We have been playing since 5e came out and often commented about this. By now we never remember and it might as well not exist.
I think we have the exact opposite experience. Players in my group feel like nothing really changes except for hit points. You get a few more HP every level and your monsters have more HP. Otherwise, you just run up and swing at it until it dies.
At least for me, that's been a D&D problem forever (with a break for 4e, depending your view of 4e). My group often plays earlier editions and man that's my gripe all over.
Although I will say that I think they backed too far off the potency of unique traits for a lot of 5e monsters in comparison to early editions. It seems to me that a lot of classic monsters have their "unfun" powers (e.g. rust monster) nerfed to the point where they hardly get to pull them off...and thus they become a big bag of HP.
my observations on this are that IMO this is partly system presentation and partly player experience.
i have often said every Gm should run a diceless game or two for a half-dozen sessions. The reason is that the better diceless systems work on getting the Gm to see how important scenery and situation matters and to look at scenery as "ways to change the tactics and shift the outcomes" as opposed to scenery being mostly "that boxed description we read before initiative is rolled."
i do not think the d&D system has ever done that good a job at helping the Gm in this way, to see easily beyond the HP without total bypass of HP... but the GMs can see that play out in other games and bring that experience back to the table.
I do have problems when running 5e to try to strike the right balance with challenging combats. I can run a red dragon or vampire (even with their minions) that end up being complete anticlimactic push overs. Other editions seemed to provide tools that allowed greater customization or even built-in monster design that made combats fun and exciting.
For example, I ran a red dragon against a low level party that was in a trapped Lair in an abandoned forge. He could fly through the pipes and tunnels and blast the party with flame jets. Minions would harass the party.
This speaks directly to what someone mentioned a few posts upthread: non-damage monster abilities have been nerfed.I do have problems when running 5e to try to strike the right balance with challenging combats. I can run a red dragon or vampire (even with their minions) that end up being complete anticlimactic push overs. Other editions seemed to provide tools that allowed greater customization or even built-in monster design that made combats fun and exciting.
For example, I ran a red dragon against a low level party that was in a trapped Lair in an abandoned forge. He could fly through the pipes and tunnels and blast the party with flame jets. Minions would harass the party.
He was dead within a couple rounds. The players were disappointed that the dragon died so quickly and did so little damage.
Try converting a 4e adventure module and running it in 5e. 4e, for all its other issues, did turn out to be very good at staging and handling the big set-piece battle. Maybe your 5e set-pieces aren't as strong and you'll pick up some pointers?Counter this with my recent game of 4e. Goblins were peppering the party with arrows, dropping characters in an ambush. They had to make decisions whether to stabilize their dying comrades or deal with the enemies. I don't think I've been able to run a similarly exciting encounter in 5e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.