EzekielRaiden
Follower of the Way
But doesn't this undercut your own argument?4e's Hit/Defense scaling was too high.
5e's Save/DC was too slow because it handed out proficiency and expertise too infrequently.
Basically 5e need to give PCs and monsters a 3rd Save proficiency in Tier 3. And a 4th in Tier 4. And Solo boss monsters get one more.
4e's half level bonus of +10 over 20 levels to everything was too much. Because it just became a level check. It didn't add much because you typically didn't run monsters more that 4 levels away. So it's just -2 to +2.. Really you could play 4e without the level bonus. It's just a lot of math to recalculate everything.
And all it did was push the numbers up more to the point that you needed to get saving throw feats to fill up the ever-increasing bonuses so if you had a slower number progression you could eliminate the feat bonus as well.
5e's proficiency is slightly too slow. +2 to +6 is almost alright. But it only offers 4 bumps for progression. Not enough to feel it nor really matter. And for saving throws...
Player Characters only got proficiency in 2 saves. And most monsters in 2014 got NONE.
I mean 5.5e missed an easy fix while being backwards compatible. Give most nonfullcasters and most high CR monsters proficiency with saving throws. And sometimes expertise in saving throws.
Expertise is worse than your claim of the +10 over 20 levels being a problem, because that's +12 over 20 levels.
More to the point though, the defense I mentioned is that I think you're incorrect about the conclusion "all it did was push the numbers up more". No, it did not. It made the game such that facing truly insanely strong enemies, like something 9+ levels above the party, was trying to do the impossible unless you changed the situation. Meaning, it actually did create a world where ultra-difficult opponents clearly and unequivocally have the edge unless the party takes actions to address that gap--or finds a way to fight asymmetrically. Likewise, it made ultra-weak enemies clearly curb-stomp-able. You want to never ever use minion rules? Go right ahead! You'll see quite quickly that weak monsters have actually been outclassed by the PCs, so they can actually see their progression right before their eyes.
Because that's what the books actually tell you to do.
And you should be doing the same thing with skill checks too. A traveller who has tasted the planes, fought off fire giant thanes, treated with lords and ladies of the fae, and walked the streets of the City of Brass, should find it pretty tame to deal with things like sneaking past a town guard or popping a lock made of mere iron. So you should include things like the occasional raid of a mortal-world fortress where the players can see that their characters have learned and grown from their adventures, and are now genuinely beyond things that would have been major obstacles once upon a time. That grounds their adventures. It reminds them where they came from--and how far they have yet to go. It proves that all those little moments, the times they listened to each other, or practiced, or strategized, really did change them.
Forged in the crucible of adventure, they have become too hard, too sharp for the world they once knew.