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<blockquote data-quote="S'mon" data-source="post: 7149022" data-attributes="member: 463"><p>I could actually prove it - my Wilderlands text-chat game is all logged and I can PM session logs on request, highest level PC has played 114 sessions. My Varisia game has session accounts here <a href="http://smonscurseofthecrimsonthrone.blogspot.co.uk/" target="_blank">http://smonscurseofthecrimsonthrone.blogspot.co.uk/</a> but they don't prove exact levels I guess although player session accounts often mention XP - they do show we've played 51 sessions on the main current campaign so unsurprising that highest PC is 14th. </p><p></p><p>I wasn't doubting you, but as I suspected you are taking experience from high level Pathfinder and assuming 5e works the same - it doesn't. Power progression at levels 11-20 is far more nuanced than in Pathfinder or 3e. I wouldn't necessarily have known that before GMing to high level. I guess I'm "insinuating some greater </p><p>authority" (LOL) in that I have more 5e GMing experience than you so you might consider my POV. In my experience there's no substitute for experience! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>_______________</p><p></p><p>Here's the highest level PC in my Wilderlands game - sorry it's messy but you should get the idea.</p><p></p><p>Hakeem Grey-Wolf, Exhalted Champion of Bondorr, Sword Knight of Bondorr, War Chief of Greywolf, Altanian Human Barbarian</p><p></p><p>Altanian Barbarian Level 18 (Proficiency +6)</p><p></p><p>Armour Class: AC 22 in Armour of Bondorr, or 20 (10 +2 DEX +5 CON +3 for +1 shield), Defence Class: DC 16 (8+2 DEX+6 Prof) .Move: 40' when not in heavy armour. Jump 20'.</p><p></p><p>ST: 20 (+5) IQ: 10 (+0) WI: 10 (+0) DE: 14 (+2) CO: 20 (+5) CH: 13 (+1)</p><p></p><p>Hit Points: 221 (17 + 12x17) Healing Dice: 18 (11 hp/d12+5), recover 9/day.Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Indomitable Might (18th level) Always minimum result of 20 on all STR checks (eg Athletics rolls, jumps, grapples, bullrushes, climbing etc) - not attacks or saves.</p><p>Bloodletter +2 Longsword (2 Attacks/Action) Attack +13 (+6 Prof +5 STR +2 magic) damage 1d8+11 1-hand raging (+5 STR +2 magic +4 rage), critical hit 5d8+11, rage 6/day. At Thusia.Wolfshead +1 Longsword, Werebane: +3d6 dmg vs Lycanthropes. At Thusia.</p><p>Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.Relentless Rage: Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.</p><p></p><p>Equipment: Great sword, wolf skin, loin cloth, belt and money pouch, adventurers pack, silver lightning-bolt pendant - the symbol of Bondorr, Sword God of Altanis, it shows Hakeem's dedication to the mystic Way of the Sword. </p><p>+1 wolfshead longsword, werebane (+3d6 dmg vs lycanthropes). - at Thusia.Bloodletter, +2 longsword. Altanian Warrior: +2 to Survival/Tracking (+4 Prof -1 WIS =+3).SA: L1 Rage as Bonus Action (5/day): +4 dmg, dmg resistance to pierce/slash/bludgeon, advantage on STR checks. L1 Unarmoured defence, add Con mod to AC. L2 Reckless attack (get Advantage on attack, grant Advantage). L2 Danger Sense - advantage on DEX saves vs all visible effects. L3 Primal Path: Berserker. When raging can go Berserk, bonus action attack 1/round after the round he enters rage. When berserk rage ends he suffer 1 level of exhaustion. Exhaustion: Level 1 gives disadvantage on ability checks (not attacks & saves). Level 2 halves your speed. Level 3 gives disadvantage on attacks & saves. Altanian Barbarians can recover 1 level of exhaustion with a Short Rest 3/day.L5 Extra Attack. Fast Movement 40'. L6 Mindless Rage - Cannot Be Charmed or Frightened While Raging. Any existing Charm/Fright is suspended for the duration of the Rage.L7 Feral Instinct: Advantage on all Init rolls. If Surprised he can still roll init & can act normally if he enters Rage before doing anything else.L9 Brutal Critical +1 die on critical hitsL10 Intimidating Presence - action to frighten one target within 30', WIS save DC (8+Prof+CHA) 13 or be frightened until end of your next turn (if saves, immune for 24 hrs). You can spend action to extend effect on subsequent turns. L11 Relentless Rage (DC 10 CON save to stay at 1 hp).L12 Brutal Critical (2 dice)</p><p>Weapon: </p><p></p><p>Sword of Bondorr: +3 Dragonbane Longsword, +3d6 vs Draconics: (2 Attacks/Action) Attack +14 (+6 Prof +5 STR +3 magic) damage 1d8+12 1-hand raging (+5 STR +3 magic +4 rage), critical hit 5d8+12 (34), +3d6 damage vs Draconics, rage 6/day. An Exhalted Champion of Bondorr can cast a 14d6 (49 damage) lightning bolt from the sword as a bonus action 1/day. If a lightning storm is raging overhead this damage is maximised (84 damage).Lightning Sheath: As a bonus action the wielder can cause the Sword of Bondorr to crackle with lightning for 1 minute. This sheds bright light 20' & dim light another 20'. It does +1d8 lightning damage on a hit.</p><p></p><p></p><p>Weapon: Kalthalax the Demonslayer, intelligent +1 Greatsword (2 Attacks/Action) Attack: +8 (+3 prof +4 STR +1 magic) Dam: 14 (2d6 +7) (inc +2 for Rage), Bane Weapon: damage 21 (4d6+7) vs all Infernal/Aberrant/Fey. Advantage & Resistance vs Infernal, Aberrant & Fey Magic. Requires Bonding/Atunement for full powers - returned to Lich Clevenus.MI: Boots of Striding & Springing (x3 vertical & horizontal jump range), Armour of Bondorr: +3 breastplate AC 17 or half plate AC 18 with 5000gp Resurrection diamond; returns wearer to dedicated or nearest Shrine of Bondorr on death and casts Resurrection on him, consuming the diamond. The Armour grants an Exhalted Champion of Bondorr Magic Resistance (advantage on saves vs magic), Immunity to Lightning (no damage), and Resistance to Acid damage (half damage).</p></blockquote><p></p>
[QUOTE="S'mon, post: 7149022, member: 463"] I could actually prove it - my Wilderlands text-chat game is all logged and I can PM session logs on request, highest level PC has played 114 sessions. My Varisia game has session accounts here [url]http://smonscurseofthecrimsonthrone.blogspot.co.uk/[/url] but they don't prove exact levels I guess although player session accounts often mention XP - they do show we've played 51 sessions on the main current campaign so unsurprising that highest PC is 14th. I wasn't doubting you, but as I suspected you are taking experience from high level Pathfinder and assuming 5e works the same - it doesn't. Power progression at levels 11-20 is far more nuanced than in Pathfinder or 3e. I wouldn't necessarily have known that before GMing to high level. I guess I'm "insinuating some greater authority" (LOL) in that I have more 5e GMing experience than you so you might consider my POV. In my experience there's no substitute for experience! :D _______________ Here's the highest level PC in my Wilderlands game - sorry it's messy but you should get the idea. Hakeem Grey-Wolf, Exhalted Champion of Bondorr, Sword Knight of Bondorr, War Chief of Greywolf, Altanian Human Barbarian Altanian Barbarian Level 18 (Proficiency +6) Armour Class: AC 22 in Armour of Bondorr, or 20 (10 +2 DEX +5 CON +3 for +1 shield), Defence Class: DC 16 (8+2 DEX+6 Prof) .Move: 40' when not in heavy armour. Jump 20'. ST: 20 (+5) IQ: 10 (+0) WI: 10 (+0) DE: 14 (+2) CO: 20 (+5) CH: 13 (+1) Hit Points: 221 (17 + 12x17) Healing Dice: 18 (11 hp/d12+5), recover 9/day.Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Indomitable Might (18th level) Always minimum result of 20 on all STR checks (eg Athletics rolls, jumps, grapples, bullrushes, climbing etc) - not attacks or saves. Bloodletter +2 Longsword (2 Attacks/Action) Attack +13 (+6 Prof +5 STR +2 magic) damage 1d8+11 1-hand raging (+5 STR +2 magic +4 rage), critical hit 5d8+11, rage 6/day. At Thusia.Wolfshead +1 Longsword, Werebane: +3d6 dmg vs Lycanthropes. At Thusia. Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.Relentless Rage: Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Equipment: Great sword, wolf skin, loin cloth, belt and money pouch, adventurers pack, silver lightning-bolt pendant - the symbol of Bondorr, Sword God of Altanis, it shows Hakeem's dedication to the mystic Way of the Sword. +1 wolfshead longsword, werebane (+3d6 dmg vs lycanthropes). - at Thusia.Bloodletter, +2 longsword. Altanian Warrior: +2 to Survival/Tracking (+4 Prof -1 WIS =+3).SA: L1 Rage as Bonus Action (5/day): +4 dmg, dmg resistance to pierce/slash/bludgeon, advantage on STR checks. L1 Unarmoured defence, add Con mod to AC. L2 Reckless attack (get Advantage on attack, grant Advantage). L2 Danger Sense - advantage on DEX saves vs all visible effects. L3 Primal Path: Berserker. When raging can go Berserk, bonus action attack 1/round after the round he enters rage. When berserk rage ends he suffer 1 level of exhaustion. Exhaustion: Level 1 gives disadvantage on ability checks (not attacks & saves). Level 2 halves your speed. Level 3 gives disadvantage on attacks & saves. Altanian Barbarians can recover 1 level of exhaustion with a Short Rest 3/day.L5 Extra Attack. Fast Movement 40'. L6 Mindless Rage - Cannot Be Charmed or Frightened While Raging. Any existing Charm/Fright is suspended for the duration of the Rage.L7 Feral Instinct: Advantage on all Init rolls. If Surprised he can still roll init & can act normally if he enters Rage before doing anything else.L9 Brutal Critical +1 die on critical hitsL10 Intimidating Presence - action to frighten one target within 30', WIS save DC (8+Prof+CHA) 13 or be frightened until end of your next turn (if saves, immune for 24 hrs). You can spend action to extend effect on subsequent turns. L11 Relentless Rage (DC 10 CON save to stay at 1 hp).L12 Brutal Critical (2 dice) Weapon: Sword of Bondorr: +3 Dragonbane Longsword, +3d6 vs Draconics: (2 Attacks/Action) Attack +14 (+6 Prof +5 STR +3 magic) damage 1d8+12 1-hand raging (+5 STR +3 magic +4 rage), critical hit 5d8+12 (34), +3d6 damage vs Draconics, rage 6/day. An Exhalted Champion of Bondorr can cast a 14d6 (49 damage) lightning bolt from the sword as a bonus action 1/day. If a lightning storm is raging overhead this damage is maximised (84 damage).Lightning Sheath: As a bonus action the wielder can cause the Sword of Bondorr to crackle with lightning for 1 minute. This sheds bright light 20' & dim light another 20'. It does +1d8 lightning damage on a hit. Weapon: Kalthalax the Demonslayer, intelligent +1 Greatsword (2 Attacks/Action) Attack: +8 (+3 prof +4 STR +1 magic) Dam: 14 (2d6 +7) (inc +2 for Rage), Bane Weapon: damage 21 (4d6+7) vs all Infernal/Aberrant/Fey. Advantage & Resistance vs Infernal, Aberrant & Fey Magic. Requires Bonding/Atunement for full powers - returned to Lich Clevenus.MI: Boots of Striding & Springing (x3 vertical & horizontal jump range), Armour of Bondorr: +3 breastplate AC 17 or half plate AC 18 with 5000gp Resurrection diamond; returns wearer to dedicated or nearest Shrine of Bondorr on death and casts Resurrection on him, consuming the diamond. The Armour grants an Exhalted Champion of Bondorr Magic Resistance (advantage on saves vs magic), Immunity to Lightning (no damage), and Resistance to Acid damage (half damage). [/QUOTE]
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