Upper_Krust
Legend
I think you've both hit on important parts of high level play. Obviously enough people have complained about high level play that there's an issue--I'm not going to gaslight a lot of players by saying there isn't.
Absolutely and that main complaint is the Monsters are not tough enough.
That said, there are important things about high level play the DM needs to understand.
1. You can't treat those encounters like lower level encounters. High level creatures have resources that lower level creatures don't have that don't necessarily appear in the statblock, so tossing them into an encounter room like you would with a bunch of orcs is going to feel disappointing. Lair actions, minions, location, etc are all really important. A demon lord doesn't become a demon lord unless they fight the battle on their terms, in a location they choose. When doing high level encounters, the DM needs to account for all of this when setting up the encounter.
Totally agree.
2. Like John says, most people don't want the same thing "but bigger numbers!". The biggest gripe of 3e was high level play (designing monsters and crazy stat bonuses). It was a time consuming math problem every round. I actually think 5e did a good job with bounded accuracy and keeping the numbers lower, but in order for that to work, you have to see point #1.
It was too complex in 3e because you have too many feats, skills, resistances and all sorts things for DMs to remember - it was just too much.
The problems are never epic monsters do 500+ damage and have 2000+ hit points (or whatever), its monsters giving DMs too many powers and abilities to remember. DM's should not have to remember more than a handful of things to run 1 monster. Keep stat-blocks small even for Boss Monsters; 4e managed to do this well.
My approach I take in the God Rules Player's Guide is that monsters get maybe 1-3 different attacks (that deliver 60% of their 'damage') then have a choice of 6 Combat Reactions which can be randomly chosen by the DM (rolling 1d4 or 1d4+2 when the monster is bloodied). Each Combat Reaction deals a fraction of the monster's 'damage' and replaces Legendary Actions so they operate after an enemy's turn and the monsters gets 1 (regular), 2 (mini-boss), 3 (Boss) or 4 (Solo) such Combat Reactions depending on how much more powerful it is compared to the PCs: Mini-boss = +4 Challenge Rating, Boss +8, Solo +12.