Wow didn't realize it was that bad. Haven't touched D&D stuff post 3.5.
So much more spell slots in D&D 3/3.5 ! And even more for D&D second E. (I now only mostly play Pathfinder or D&D3.5).
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I was wondering how crap it is that you get no extra spell slots at level 12, god what the heck have they done to spell slots in 5e???
This is just the trashiest ruleset ever for arcane spells.
Between level 12 and 18 only 1 level 6 slot like wth is the point???
You know I played 2E and 3.5e for years and I actually prefer 5E for a number of reasons.
However, the problem - as has been pointed out is that you don't understand 5E at all. Otherwise you would know that Wizards only get 1 level 9 spell slot but they DO get Arcane recovery points, and there are items in game that can recover other spells slots - potentially up to 9th level. There is an item in Bg3 that can recover any level spell slot once per long rest.
So you can cast 1 x 9th level spell in a combat situation, but then you can spend Arcane recovery charges to recover that 9th level slot without having to long rest. So if BG3 allowed you to go to level 20 then you would potentially get 3 uses of a 9th level spell per long rest.
Then there are the potions that let you recover all spell slots and act as a long rest for a single character.
But again, your frustration is stemming from a lack of understanding of the core system and why it was designed this way.
For starters, it's important to understand that 5E D&D
has been the most financially successful version of D&D in the history of the game and has brought in the
largest new player base - at 10 million players. 3.5 managed to hook about 3 million. 2nd edition was under 1 million.
The reason is that it's solved a lot of the problems:
1) The proficiency rules are highly simplified, with the majority of things just requiring Advantage or Disadvantage - so no need to look up a million different modifiers.
2) The role versus class system has been upended. Clerics are not stuck as healbots anymore. Healing as a role is not required at all with how cheap healing potions are (this is a specific feature of tabletop)
so no more healbots. Additionally the Rogue role can be held by a half dozen classes. So a specific "rogue" is not needed anymore. The Tank role has been vastly opened up, and any class can be Damage dealers.
3) The variable BAB system has been thankfully shitcanned. It made zero sense and was a gatekeeper to playing certain classes in ways people wanted to play them. Variable BAB is the worst part of the previous editions and its pathetic that it's still in Pathfinder - which otherwise would have been a decent system except for that.
4) Spellcasters - while still insanely powerful - have been better balanced at both ends of the leveling spectrum. They are not AS Godlike at high levels, but not as weak at lower levels either. It's a welcome change.
5) There is no longer 10 minutes of buffing right before 5 minutes of combat for all the casters to do. Mechanically this limitation makes games flow so much better when you either cast a handful of ritual buffs after your long rest or you throw one out during combat and it's the only one you can do because of concentration rules - allowing you to spend the rest of the battle in actual fighting.
6) Bards and Druids are much more viable in combat/support while still being insanely useful in roleplay. It used to be only 1 of these things was true.
Also, I have not had issues with the concentration thing past Act 1. It's so easy to find items that give you Advantage on concentration (constitution) saving throws that you rarely need Warcaster or resilient. However, you should still protect your caster unless they are super armored up. Obviously you shoudl never run a caster with a Con below 14 unless you want to have a more difficult experience.