Spellslinging Sellsword
Adventurer
Highest I've ever seen is levels 8 or 9. Happened two different AD&D 2E campaigns. Both were in the 50-60 total sessions of play range.
I was astonished to read in the 2024 PHB or DMG the authors suggesting we should just start campaigns at level three, completely bypassing levels 1 and 2. I can only conclude that levels 1 and 2 are so boring even WotC thinks they should be skipped. I guess they lock things away at level 3 to balance against multiclassing.2) Classes need to be restructured to gain interesting options every level. A5e has been decent about this, with social and exploration features added to every class providing new or more certain ways to get around obstacles that don't require someone to cast a spell.
My experience has been that in 37 years of play (albeit with three gaps of a year or more in there), and across multiple editions, I've had a total of five campaigns make it to 10th level or above. I probably have a few more than made it to 7th, but didn't keep track. (Though, as it happens, I do know that I three of my 5e campaigns made it past that point; one of which made it to 10th.)
I'm pretty sure I've seen one of the 5e devs (probably Mearls) discuss the way they planned out levels. Basically, levels 1 and 2 are tutorial levels. That's why they require so few XP, and why important class and sub-class features come online at various times from level 1 to 3. After that you get your first ability boost at level 4, and at level 5 you hit tier 2 which usually comes with some sweet stuff like 3rd level spells or extra attack – not to mention increased proficiency bonus. Then things plod on until about level 10 or 11, after which the XP table accelerates and you get increasingly powerful but limited stuff (at least spellcasters – note that it takes a long time before you get a second 6th level spell, and any spell recovery ability (Arcane Recovery, Pact Magic, whatever the Druid of the Land ability is called, converting Sorcery points to spell slots) is usually limited to spells of level 5 or less). They also expected people to start campaigns at level 3 when they have experienced players.I was astonished to read in the 2024 PHB or DMG the authors suggesting we should just start campaigns at level three, completely bypassing levels 1 and 2. I can only conclude that levels 1 and 2 are so boring even WotC thinks they should be skipped. I guess they lock things away at level 3 to balance against multiclassing.
I have never had a campaign last beyond 13th level. For 5e, my highest level PC is 12th level though that is going strong and will reach higher levels I think.
But we also take much longer to level than most, it seems. We have lots of sessions of just RP. We play a single campaign for years. A campaign can last 7 years for us.
Come to think of it, Paizo has changed the way they do adventure paths to focus on 3-parters, with most but not all being level 1-10. My guess is that this is because it's often hard to keep a group together for the time it takes to hit level 20.I have no idea about what is typical, other than posts and articles I've read over the years, and the levels WoTC adventures are written for, which have led me to believe that few go post 10th level.
I prefer having highly competent but not superheroic characters, with the competence part focusing on skills rather than combat. I'd rather see a character who can break into the treasure vault of the God of Wealth, than a character who can punch said God in the face and win. I'd rather have the characters starting out highly competent and maybe not advancing so much, at least not in basic competence stuff.My take away is the the DnD leveling system, esp. traditional XP based, can sometimes take over the driver's seat with DM having to constantly renavigate. Milestone leveling can better support story driven campaigns, but feels unsatisfactory given my preference for more sandboxy campaigns. I really liked how going to gp for XP worked out with minimilestones for given out for exceptional accomplishments. My preference for D&D is a slow burn at the early levels with bigger jumps in tier 4, which may go against traditional advancement, but it allows more time in at less powerful levels, while still allowing players to enjoy playing as superheros in the end game. It also feels like more of an accomplishment if you played much longer as less-powerful characters. And, at least for my players and I, we enjoy playing for a short bit of time in Tier 4 but don't have much interest in playing at those levels for a long period of time. By the late tier 3 levels through 20th, I tend to switch to more milestone leveling to make big jumps and pass through the final levels at a pretty quick pace.