It's probably not much of a problem until level 15 or 16. And even then it's one you can skirt around by using two to four lower CR foes. Heck, I played in a handful of sessions at level 20 and the save problem wasn't *that* bad. Monsters saved against my attacks, and I saved against theirs.
The fact that you need to skirt around it is a sign the high level math is messed up. You don't start really noticing it until about levels 15 or so, but it's around even before that. There are characters with save numbers that are too high as well.
It's almost as if the DMG wasn't finished for a couple months after the
Monster Manual.
That was when it was
published. If they didn't actually make a "here's how the numbers work" bible until after the
Monster Manual was finished....
If you're playing at level 15+ and didn't skip ahead with pregens, you've likely spend a good hundred hours with that party. You should have an idea of their strengths and weaknesses, and maybe have stumbled over some tactics to negate their weaknesses.
Yeah, it sucks to be stun-locked as the barbarian. Thankfully this is a team based game and someone can maybe pump a lesser restoration or similar spell into you to get you back into the fight.
By construction it's very hard to boost up things like that---and to be clear, preventing this kind of stacking is something the game was designed for explicitly and is, IMO, a good thing. For example, if you have a weak save and have a bonus of, say +1 vs a DC 23 threat, it's exceptionally hard to dig out of a net 12 hole. Bless adds about +2, which gets to you to needing to roll a 20. Inspiration not quite doubles the chance of getting a 20, to 19/400, which is a bit under 10%. Bardic Inspiration (bad WotC for naming a class feature for something else!) is one of the few actual adds and that certainly helps, if you happen to have a very high level bard in your party. Many parties do not. Given that most combats last about five or six rounds, this is a recipe for the player to hand sit for the fight. Finally,
Lesser Restoration does nothing to help against something like stunlock.
Just because it's strongly noticeable at that point doesn't mean it's not emerging at lower values, though. Furthermore, one of the design goals of the game was to try to help ensure that certain classes weren't necessary.
And as much as it sucks to be stunlocked, it sucks more to be dead. But I don't think I'd describe having the game potentially kill characters as a game breaking design flaw. It's so much worse when you spend an entire fight rolling 3s and 4s and unable to hit the side of a Huge object.
I'm not sure I follow this. I
think you're getting at the fact that ACs shouldn't get too high, which is indeed a feature of the Bounded Accuracy approach. By and large they do not. So what I'm saying is that saves and skills (which we haven't talked about much) start to violate BA in the levels past 10 but certainly by the mid teens. This tempts DMs and WotC back into DC creep.
What makes BA work for combat is that success is rarely all-or-nothing and making things in those realms less all-or-nothing would help keep DCs lower.
It was a bit of a disconnect, but really unrelated to "the math".
Nope, it's the math. While people keep focusing on holding the weak save numbers down much of the problem IMO is caused by the fact that
strong save bonuses get large too fast. IMO the math would work much better if for saves proficiency gave you advantage on the save rather than adding your proficiency bonus on top of your stat bonus, though that's just a hunch on my part.
Spell save DCs go up for players for the same reason attack bonuses go up: so accuracy improves and your chances of succeeding increase against the flat DCs. That makes sense there.
I'm not arguing with that. My issue is with bonuses being set with too much range between non-proficient characters, who essentially stay at 0 their entire career and proficient characters with strong stats, who essentially become immune to the vast majority of challenges. You can't even fail on a 1 anymore.
This tempts WotC into setting DCs too high to challenge the high level bard, sorcerer, or warlock facing a Charisma attack (let's say). While this is makes it threatening to the bard, it makes it overwhelming to the other PCs. You could, of course, have the same thing happen with some other save, I'm just picking the stunlocked barbarian as a vivid example.
That is to say, high level characters develop a glass jaw with respect to the threats they face, which they really didn't have before. The main buff most PCs will have access to and control themselves is Advantage (via Inspiration) but when the probability of success is very low, Advantage has essentially no effect. The buffs available to most PCs actually had an effect.
And I want to reiterate: I'm not saying make high level threats
weak. What I'd really like to avoid is the "I can't make this save" situation, which I think is really frustrating for the player and starts necessitating particular kinds of parties. I believe this was explicitly a design goal for 5E to avoid.
The problem is that monster saves go up as well and are tied to proficiency bonuses, like PC saves. Which was probably a mistake. Monster save DCs should increase at a different rate: monster saves need to be higher, but not increase at the same rate as PC saves.
That's an interesting point, though it wasn't what I was thinking of per se. I think WotC just sets DCs arbitrarily. This is OK in the sense that "it works" as long as you don't get past about 18 because the math works out there. However, the very lack of a basic set of underlying math is why they have these kinds of more common that you'd like corner cases.
Admittedly, I am certainly more strongly bothered by math that's not as elegant or clearly thought out as it could be than most people. However, usually when the math isn't worked out right, there's going to be exploits or undesirable side effects to be had.