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*Dungeons & Dragons
1st - 12nd Game Design
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<blockquote data-quote="DinoInDisguise" data-source="post: 9441623" data-attributes="member: 7045806"><p>All of your suggestions, hypothetically, could do the trick. But another option has a lighter footprint while filling that same void.</p><p></p><p>The issue at hand is 7th level spells and above. And the desire to use many of the sweet enemies and villains from CR 13 and above. The gap in player power between 12th level and 20th level has to therefore be filled. </p><p></p><p>This can be filled without deep alterations to the current system, as a mechanism already exists. That is magic items. A DM giving more and more powerful, items to a party can bridge that gap relatively quickly, with no meaningful rule changes. Because, as is, 5e's encounter math is balanced around no magic items, any item given to the players already plays a role in bridging the gap. </p><p></p><p>All that would have to be done, is a table showing the guidelines for how many magic items, and of which theoretical power level, are needed to do so. If we think about the progression of 5e's core math, it is only a +1 to hit here and there and some HP and feats that are really missing. These are very easily made up for with magic items - especially if you choose to raise the atunement cap.</p><p></p><p>I encourage people to try it. It works beautifully in the system as is. And allows you to do exactly that - max at level 12 and fight CR 20+.</p></blockquote><p></p>
[QUOTE="DinoInDisguise, post: 9441623, member: 7045806"] All of your suggestions, hypothetically, could do the trick. But another option has a lighter footprint while filling that same void. The issue at hand is 7th level spells and above. And the desire to use many of the sweet enemies and villains from CR 13 and above. The gap in player power between 12th level and 20th level has to therefore be filled. This can be filled without deep alterations to the current system, as a mechanism already exists. That is magic items. A DM giving more and more powerful, items to a party can bridge that gap relatively quickly, with no meaningful rule changes. Because, as is, 5e's encounter math is balanced around no magic items, any item given to the players already plays a role in bridging the gap. All that would have to be done, is a table showing the guidelines for how many magic items, and of which theoretical power level, are needed to do so. If we think about the progression of 5e's core math, it is only a +1 to hit here and there and some HP and feats that are really missing. These are very easily made up for with magic items - especially if you choose to raise the atunement cap. I encourage people to try it. It works beautifully in the system as is. And allows you to do exactly that - max at level 12 and fight CR 20+. [/QUOTE]
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