Khisanth the Ancient
Explorer
I think that 5E should go straight into Immortality after 20th level with no intervening "epic".
The "Tiers of Play" section of chapter 1 of the Player's Handbook says that characters at levels 1-4 deal with threats to "local farmsteads and villages", 5-10 deal with threats to "cities and kingdoms", 11-16 affect "regions and continents", and 17-20 level adventurers may effect "the entire world or even the fundamental order of the multiverse".
This to me means the four tiers sort of match up with the old BECMI as:
1-4: Basic (originally 1-3)
5-10: Expert (originally 4-14)
11-16: Companion (originally 15-25)
17-20: Master (originally 26-36)
... which would imply that Immortality is the only way up from there.
Also, don't the PCs fight Tiamat in "Rise of Tiamat"?
If my level breakdown above is correct, it would also imply that characters should start building castles, wizards' towers, etc. and founding thieves' guilds, baronies, major temples, etc. at ~11th level... which fits the old D&D "name level" concept very well.
The "Tiers of Play" section of chapter 1 of the Player's Handbook says that characters at levels 1-4 deal with threats to "local farmsteads and villages", 5-10 deal with threats to "cities and kingdoms", 11-16 affect "regions and continents", and 17-20 level adventurers may effect "the entire world or even the fundamental order of the multiverse".
This to me means the four tiers sort of match up with the old BECMI as:
1-4: Basic (originally 1-3)
5-10: Expert (originally 4-14)
11-16: Companion (originally 15-25)
17-20: Master (originally 26-36)
... which would imply that Immortality is the only way up from there.
Also, don't the PCs fight Tiamat in "Rise of Tiamat"?
If my level breakdown above is correct, it would also imply that characters should start building castles, wizards' towers, etc. and founding thieves' guilds, baronies, major temples, etc. at ~11th level... which fits the old D&D "name level" concept very well.