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<blockquote data-quote="Yaarel" data-source="post: 7629480" data-attributes="member: 58172"><p>In 5e, the tiers are officially 1-4, 5-10, 11-16, 17-20. Level 5 is when the Wizard gets Fireball. Level 17 is when the Wizard gets Wish. But Level 11 is relatively uneventful. Slot 6 spells are less exciting. Level 11 feels arbitrary.</p><p></p><p>More meaningful to me is the Proficiency bonus, where it quantifies real advancement in capability. So, the real tiers are 0-0, 1-4, 5-8, 9-12, 13-16, 17-20, 21+. If you designed an adventure for characters whose levels are within the range of one of these units, it would work well.</p><p></p><p>I like the way these units can group as Novice 0-4, Hero 5-12, Master 13-20, Immortal 21+.</p><p></p><p>The Master tier needs more oomph to initiate it at level 13. Among slot 7 Wizard spells, Simulacrum is good, but less tier defining.</p><p></p><p>But the high Master tier (17-20) has oomph and dabbles in the impossible. It feels ‘legendary’, yet not yet ‘epic’ or ‘Immortal’.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7629480, member: 58172"] In 5e, the tiers are officially 1-4, 5-10, 11-16, 17-20. Level 5 is when the Wizard gets Fireball. Level 17 is when the Wizard gets Wish. But Level 11 is relatively uneventful. Slot 6 spells are less exciting. Level 11 feels arbitrary. More meaningful to me is the Proficiency bonus, where it quantifies real advancement in capability. So, the real tiers are 0-0, 1-4, 5-8, 9-12, 13-16, 17-20, 21+. If you designed an adventure for characters whose levels are within the range of one of these units, it would work well. I like the way these units can group as Novice 0-4, Hero 5-12, Master 13-20, Immortal 21+. The Master tier needs more oomph to initiate it at level 13. Among slot 7 Wizard spells, Simulacrum is good, but less tier defining. But the high Master tier (17-20) has oomph and dabbles in the impossible. It feels ‘legendary’, yet not yet ‘epic’ or ‘Immortal’. [/QUOTE]
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