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Does the 3rd Tier of Play at Level 11 Make Sense?
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<blockquote data-quote="tetrasodium" data-source="post: 8943322" data-attributes="member: 93670"><p>The single 6th level slot added at level 11 isn't that big of a deal. IMHO the but you quoted from the PHB & some of the abilities targeting that goal is off the mark. I say that because they are still trying to invoke or match past editions where instead of 4/3/3/3/2/1 spell slots & 16 prepared spells an 11th level caster might have 4/4/4/3/2/1 spell slots each preparing a spell that is now useful due to caster level or worth preparing due to spell prep options gained in other spell levels. Don't get me wrong though... there are definitely some stand out 6th level spells that can shine... <em>if</em> there is a situation where they shine... <em>and</em> they are known/scribed... <em>and</em> they are prepared when that situation comes up... <em>and</em> that slot wasn't used previously but that's a moment of gameplay behind a tenuously long list of a lot of ifs & ands.</p><p></p><p>With that said it's a power level that does not make sense narratively or provide for an interesting story if actually honored. That narrative role is the realm of what are generally interchangeable one dimensional isekai MC's sporting <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/StoryBreakerPower" target="_blank">storybreaker powers</a>. Once again old editions had a thing that somewhat mitigated that by having monsters that required those jacked up power levels to handle while in 5e it's simply a point where the PCs blast past bounded accuracy so they wind up standing shoulder to shoulder with <a href="https://tvtropes.org/pmwiki/pmwiki.php/Characters/OnePunchManSaitama" target="_blank">Saitama</a> without the benefit of support for a genre deconstruction plot that makes for interesting story.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8943322, member: 93670"] The single 6th level slot added at level 11 isn't that big of a deal. IMHO the but you quoted from the PHB & some of the abilities targeting that goal is off the mark. I say that because they are still trying to invoke or match past editions where instead of 4/3/3/3/2/1 spell slots & 16 prepared spells an 11th level caster might have 4/4/4/3/2/1 spell slots each preparing a spell that is now useful due to caster level or worth preparing due to spell prep options gained in other spell levels. Don't get me wrong though... there are definitely some stand out 6th level spells that can shine... [I]if[/I] there is a situation where they shine... [I]and[/I] they are known/scribed... [I]and[/I] they are prepared when that situation comes up... [I]and[/I] that slot wasn't used previously but that's a moment of gameplay behind a tenuously long list of a lot of ifs & ands. With that said it's a power level that does not make sense narratively or provide for an interesting story if actually honored. That narrative role is the realm of what are generally interchangeable one dimensional isekai MC's sporting [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/StoryBreakerPower']storybreaker powers[/URL]. Once again old editions had a thing that somewhat mitigated that by having monsters that required those jacked up power levels to handle while in 5e it's simply a point where the PCs blast past bounded accuracy so they wind up standing shoulder to shoulder with [URL='https://tvtropes.org/pmwiki/pmwiki.php/Characters/OnePunchManSaitama']Saitama[/URL] without the benefit of support for a genre deconstruction plot that makes for interesting story. [/QUOTE]
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