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General Tabletop Discussion
*Dungeons & Dragons
1st - 12nd Game Design
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<blockquote data-quote="Shardstone" data-source="post: 9441368" data-attributes="member: 6807784"><p>So with BG3 stopping leveling at 12nd level, a new kind of aesthetic is born. The reasoning for this is because it was difficult to balance 7th level+ spells on the player end. This creates a new cap at 6th level spells, providing a new effective range of traditional power and recontextualizing high CR enemies, higher level spells, and epic/mythic content.</p><p></p><p>Let's say, in theory, that 5E comes out with 12nd level as the new max. However, CR still goes to 30, and 7th-9th level spells still exist; only, they can't normally be accessed by the players. What kind of changes would 5E need to still allow for a full range of content? Consider this post/thread a thought experiment.</p><p></p><p>Here are some of my thoughts:</p><p></p><ul> <li data-xf-list-type="ul">One of the most tantilizating ideas I've had in this paradigm is encouraging players to find ways to nerf monsters or gain big advantages before fighting enemies way above their paygrade. Maybe through getting some certain items, a few boons, a good arcane strategy, and some luck, a party of level 12s can weaken the Great Wyrm enough to overcome.</li> <li data-xf-list-type="ul">Another idea I was thinking on is the rebalancing of classes. Essentially, 11th level would provide an Epic Boon (because why not) and 12th level would provide a capstone for the subclass. So in theory, a Warlock with a "Fiend" patron at 12th level gets Hurl Through Hell. The idea is to make those two levels still feel strong, but you're still capped at 12th level.</li> <li data-xf-list-type="ul">Sidekicks, hirelings, and caravans become more important in this paradigm, both as bonus characters and to help players overcome big challenges due to the potential gap between them and their enemies. Taking on the CR 30 Tiamat is hard as a party of level 12s, and having a lot of allies to sub in during combat (kinda' like Dragon Quest or old school Final Fantasy) would be a neat flavor for the game to have in its "epic" content.</li> <li data-xf-list-type="ul">7th-9th level spells can be in one-off items or one-use boons that players can gain access too, which would be really cool reward content IMO. Having been gifted a ring that, just once, can be whispered into to call down a <em>meteor swarm </em>would be an easy, low-stakes way to add "epicness" to 12th level to taste.</li> </ul><p>What other ideas, limitations, or innovations can you see with this model?</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9441368, member: 6807784"] So with BG3 stopping leveling at 12nd level, a new kind of aesthetic is born. The reasoning for this is because it was difficult to balance 7th level+ spells on the player end. This creates a new cap at 6th level spells, providing a new effective range of traditional power and recontextualizing high CR enemies, higher level spells, and epic/mythic content. Let's say, in theory, that 5E comes out with 12nd level as the new max. However, CR still goes to 30, and 7th-9th level spells still exist; only, they can't normally be accessed by the players. What kind of changes would 5E need to still allow for a full range of content? Consider this post/thread a thought experiment. Here are some of my thoughts: [LIST] [*]One of the most tantilizating ideas I've had in this paradigm is encouraging players to find ways to nerf monsters or gain big advantages before fighting enemies way above their paygrade. Maybe through getting some certain items, a few boons, a good arcane strategy, and some luck, a party of level 12s can weaken the Great Wyrm enough to overcome. [*]Another idea I was thinking on is the rebalancing of classes. Essentially, 11th level would provide an Epic Boon (because why not) and 12th level would provide a capstone for the subclass. So in theory, a Warlock with a "Fiend" patron at 12th level gets Hurl Through Hell. The idea is to make those two levels still feel strong, but you're still capped at 12th level. [*]Sidekicks, hirelings, and caravans become more important in this paradigm, both as bonus characters and to help players overcome big challenges due to the potential gap between them and their enemies. Taking on the CR 30 Tiamat is hard as a party of level 12s, and having a lot of allies to sub in during combat (kinda' like Dragon Quest or old school Final Fantasy) would be a neat flavor for the game to have in its "epic" content. [*]7th-9th level spells can be in one-off items or one-use boons that players can gain access too, which would be really cool reward content IMO. Having been gifted a ring that, just once, can be whispered into to call down a [I]meteor swarm [/I]would be an easy, low-stakes way to add "epicness" to 12th level to taste. [/LIST] What other ideas, limitations, or innovations can you see with this model? [/QUOTE]
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