I completely agree. There is a bit of "playing safe" with this edition of D&D and that probably felt like a risk not worth taking.
Hard to blame the game for listening to its fans even if it results in 1/4 - 1/2 of the thing just not ever really getting played that much.

"We want more options that we'll never actually use in play!" has been a reoccurring theme from certain D&D fans even to this day.
Pathfinder sells more rules options than most folks could use in a lifetime or three. The character-building minigame in D&D is a strong bit of "solo play," and it's something that unquestionably pushes books, at least until a point of saturation has been reached.
discosoc said:
Agreed. I'm not advocating the game be released without a full 20 levels. Only that the expectation of players achieving all 20 of those levels for a "complete" journey needs to go away. I remember WotC talking about how they wanted to encourage groups to get past certain levels after determining that "most campaigns stop at 12" or whatever the number was. Except they never bothered asking *why* most campaigns stop then.
Keep the full 20 levels, just stop making level 20 the "finish line."
Part of this is something I see in 5e's 20-level arc. Some of the level 20 abilities are powerful enough that it's clear that you're not exactly
meant to play the game for long periods of time at that maximum level - similar to the way low levels are fragile and the XP curve takes you out of them quickly.
But I think you encounter a psychological issue. If the game
has 20 levels, people are going to, on some level, expect to
use those 20 levels, and not just have them be theoretical. It seems that 5e makes them very usable, but just logistically, people rarely get to that point. All that design going to waste.
Yes - it gets very challenging as a GM to well, challenge the PCs at higher levels. Not because the spellcasters have attack spells of doom, but because their *problem solving capacity* becomes immense. I call this the "swiss army knife" wizard problem.
So, are 5e casters less good at bypassing point plots and fixing everything with a spell?
Significantly so, though it's a bit of a swing back from 4e's significant nerf batting. Casters can dominate a single combat encounter if they nova, though that's true of any class with a daily resource, and 5e wants you to have multiple combat encounters in a day, so that one moment of boom doesn't become game-defining. Casters are less able to dictate the strategies of parties, though, given the tight reigns and possible GM noodling placed on most magic.
Charm Person isn't a bad example of this philosophy in action. In 5e, even after you charm a person or a monster, you
still need to make Charisma checks, so while the magic makes it easier / possible, it doesn't make it assured, and it leaves room for a DM to be like "sorry, buddy, that's a wasted spell slot."
Most classically game-changing spells are riskier. Teleport has a < 50% chance to have you arrive on-target if you've just "seen it casaully" (such as through
scry). Dominate only lasts a minute. Polymorph gives you the brain of the beast. Any spell of level 6+ is a 1/day thing.