Dragonblade
Adventurer
First, easiness is not always assumed for beginners in every game. In many cRPGs, especially relatively open-world games, one can spend much of the lower levels running away and reloading save games due to frequent death. If you go outside the rpg world, it's quite common for beginner athletes to be 'hazed' by having an experienced player school them on the court/field/etc. Neither would I expect to show up at a poker table and have my competitors let me win. Going back to the world of rpgs, low resources and high lethality have often been assumed for low-level characters.
Frequent reloading due to death isn't fun. Its why I prefer RPGs over videogames in the first place. Nor do I play RPGs to simulate being "hazed" by others. Since gaming is a hobby often taken to by those who have difficulty fitting into the social structure of say, high school, everything you describe sounds like a complete turn off and not a selling point of playing fragile beginner characters. I was a football player and track athelete in high school, but I grew up a geek and gamed with a lot of good friends who really struggled to fit in socially. Gaming was fun for me, but an important social escape for them.
But we both played RPGs to be a larger than life hero. And that should start from the moment one begins playing the game. At level 1.
Second, low-level D&D can be a great learning experience. Running out of spells and pulling out a crossbow teaches you the importance of resource management. Dying suddenly teaches you that your actions have consequences, that the world you're playing in is not built around you and can be arbitrary and capricious, and that character death is a natural and expected part of the game as it is of any adventure story. These are really important lessons for the players to learn, and it's best to learn them early before the players develop a sense of entitlement and start feeling like they're playing a game and not roleplaying.
I want to play a wizard. A WIZARD who uses MAGIC. Not a guy who uses CROSSBOWS.
Again, I don't want to play an RPG to experience a fantasy simulation of a cruel and unjust world. I want to be a hero who saves princess, battles dragons, and does other cool cinematic things. Getting stabbed by a kobold and dying in the first encounter is none of those things. Its frustrating and absurd.
I'm not saying you share this attitude, but generally speaking, I find this whole notion that you have to "manage" the expectations of beginners, to teach them their place and know that the DM and the dice are cruel merciless gods that can snuff their PC's short brutal life at any time is patronizing and condescending.
"Sorry new player, you thought you could be like Harry Potter and do all sorts of cool things? Guess again. You get one spell and a crossbow and you better learn to run away and hide anytime you get into combat with anything tougher than a house cat."
Third, since D&D has no clear endpoint and there is no way of winning, it's important to reward players. While there is a need to move on to new challenges, players of high-level characters should feel rewarded for having got there. The investment of time and energy they put into a high-level character should also be protected. Thus the game should be easier and less lethal to them than it was at 1st level. The converse can be very discouraging. If players gain a level only to have every challenge they might face grow correspondingly more difficult, what did they gain?
Advanced players are rewarded by gaining newer options and being able to overcome the story goals before them. This is where the "role" in role-playing comes in. As I posted in my other thread, the idea that the game should start out hard and get easier is completely backward to how most games work.
Sure, in some open world CRPGs you can make a beeline for the harder areas and die instantly. But if you explore the world in measured steps, that shouldn't happen. It also gets more into the concept of status quo vs. tailered encounters and while sort of related, I think that is really a tangential discussion to this one.
I'm all for 0 level, but why is it wrong for people who want competent, resilient characters to have to start at a high level? I do it all the time. It's fun. I don't think playing at level 1 is at all mandatory.
Because the game assumes you start at level 1 and new players would naturally start at the beginning of the game. The default should assume that 1st level PCs are capable and competent and not fragile. There should of course be dials in place for those that want more lethality.
Or like one brilliant suggestion I read before from someone else, simply create different modular tiers of play, each with their own level 1 starting point. The more I think about that idea, the more I like it. For those that want true zero to hero, they can have the Apprentice Tier which runs from level 1 to say 5. At 5th level you can then go into the beginner or heroic tier which also starts at level 1 but you are far more capable.