Actually, I have repeatedly suggested that the 2024 monk is an improvement but now OP and could use a nerf.
Good to know, I must have missed those comments but I'm glad you recognize it as such.
What is the fun of putting a DC 25 lock in a level 1 encounter or a DC 10 one in a level 10 encounter? What a waste of time!
If you think so. The DC 25 lock might be picked by a lucky rogue (perhaps with advantage via help,
guidance or similar feature?) or it forces the PCs to find
some other way to get passed the lock (door or whatever).
The DC 10 might come with the rogue or other skilled PC isn't there. Now the other PCs can try it, or again find another way.
Those locks appear wherever they are appropriate to appear in the world. Sometimes that might mean such a lock is not something the PCs can deal with at that time, other times the lock might be a hiccup, taking just a moment to bypass.
Okay, well now them's fighting words!
Bring it on!
I don't even know what "the narrative of the world" is for outside of the experience of the players. Are you just building a world narrative regardless of who the party is or what level they are? Is what they run into just random, so you start the campaign somewhere in your world narrative and they keep TPKing until they get lucky and start in a low level area? I don't believe that you aren't taking your party composition and level into account when planning sessions. That would be utterly pointless - you'd be doing a ton of work for games that are wipe-outs or walkovers. That truly sounds like bad design.
The narrative of the world is what is presented to the characters when they finally encounter it. The world moves on with or without the PCs, so to say. The world is dangerous in some places, less so in others. The players have to recognise if a challenge is beyond them or not. They might be able to handle it, or they might need help, or they might have to find more powerful heroes, or return to face the challenge with a McGuffin or something--if they can discover one!
Most encounters are tier 1 because the creatures most common to the game world are tier 1. Tier 1 creatures work effectively at all levels of the games. Tier 2 creatures are uncommon, tier 3 are rare, and tier 4 are very rare--thankfully! If the world had tier 4 creatures popping up commonly the game world would be ruined for most creatures as dragons and fiends run rampant.
Frankly, I NEVER take my party composition into account, nor their level. Some adventures end up being easy, certainly, and others are well out of the realm of the PCs to handle--so they don't as soon as the recognize that. If they insist on attempting it, they could likely die. As for the easy adventures, this is a good thing. Rests aren't needed, the story and adventure still unfolds and everyone has fun seeing their PCs as "powerful heroes" overcoming challenges easily instead of fighting tooth and nail, clawing and scraping endlessly against deadly and super-deadly encounters again and again...
For example, in my last session, the party (6th-level) ended up raiding a bandit hideout to recover the captain of their boat, kidnapped due to gambling debts owed the bandit leader--a cambion! Now, the bandits, ruffians, etc. in the lair were mostly CR 1/4 to CR 1, and often just two to four at a time. The only other "challenging" encounter was a troll used to guard the passage to the lower level of the lair. Nothing in the lair posed much of a real "challenge" to 6th level PCs, but by the end of the encounters, attrition was taking a toll. They relished in seeing their characters overcoming foes which levels ago were real threats. Considering the adventures they had just finished, which were harder, this was a welcome and refreshing change of pace.
Little do they know their next encounter is beyond deadly. I don't know how they will handle it, but it is what the world decided lies in their path. It might be a TPK, but they might surprise me, get lucky, or deal with the threat in some other manner. Direct confrontation will probably work out very badly for them...
As for the "amount of work" I've been DMing long enough that it isn't a big deal. Plus, by telling the players about the world, they decide what adventures they believe they can handle, and which ones to pass by. Once they set their feet to the road, THEN I flesh out the adventure according to the world design--not them.
And what about character backstory and wants, needs, flaws? How do you generate interesting, character-driven stories without taking those into account? Do you ignore the work your players put into building their characters?
That is
entirely on the player, not me. If they have a goal for their PC, part of their backstory or interests (the "why are you adventuring?" question!), then they can have their characters act in such a way as to seek those things out. Such things are "out there", as they build part of the world through their character's creation and how they play them. So, not ignored, by any means... but this is for the player to initiate--not me as DM.
This is a storytelling game. I don't think incorporating basic storytelling principles (i.e. your character's ability, history and choices matter) is poor design and DMing, but maybe I misunderstand your point entirely.
Yes, it is a storytelling game, and what the players choose to have their PCs do, where they go, what adventures they seek and accept, etc. all directs that story as much as my "world building" does. The PCs might hear of raiding giants in the mountains, but at 1st level recognize that isn't something they can handle. A PC might seek revenge on his dead father's friend, who is believed to have killed the father, so the player can have the PC ask NPCs about this former "friend" until they are eventually found (determined by the rules for gathering information, etc.). When that happens? Who knows!? I don't design the adventure around it happening at this point or that point until the player instigates it, and by then... perhaps they are strong enough to defeat the villian and avenge their father, or maybe they aren't and might be defeated or even killed.
I also note that every adventure ever published takes careful account of projected character levels when planning encounters and challenges.
And IMO fail miserably at it most of the time. Party composition and features, particularly in d20 versions of D&D, are too varied IME to have this work out well. Rest mechanics and such interfere with should an encounter end up moderate or deadly or whatever.
It is like DMs putting magic items tailored to the PCs instead of just putting into the game what makes the most sense. I am not about to hand out a magic battleaxe for the Barbarian just because that is what the character uses. If you find a magic warhammer, use it; or quest to create your own magic battleaxe and sell the magic warhammer to help fund your quest, or give it to a local lord to curry favor, or whatever.
Ultimately, I don't just tell a story. I provide a world for them to create their own story. They can be heroes, but that depends on them--- characters are not "heroes by default" in my games. Like it or not, it works great IMO and IME.
EDIT: as this has little to do with the topic of the thread, if you wish to continue more of a discussion, I suggest either DM or a new thread.