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<blockquote data-quote="Yaarel" data-source="post: 7837729" data-attributes="member: 58172"><p>I feel highschool Harry Potter style adventure settings are important for D&D to handle.</p><p></p><p>Also 5e levels are so skewed, its levels 1-4 are all moreorless 4e level 0.</p><p></p><p></p><p></p><p>Finally, and perhaps most pertinently, the 5e Players Handbook explicitly identifies all levels 1-4 as apprenticeship levels:</p><p></p><p>"In the FIRST TIER (leveIs 1-4), characters are effectively APPRENTICE adventurers. They are learning the features that define them as members of particular classes."</p><p></p><p>Only afterward can they function as autonomous, independent, professionals. Only those who are levels 5 and above are the journeymen − or ‘journeyers’ − of the medievalesque education system, who begin to practice their trade professionally on their own. The 5e Players Handbook says,</p><p></p><p>"In the second tier (leveIs 5-10), characters come into their own. Many spellcaslers gain access to 3rd-Ievel spells at the start of this tier, crossing a NEW THRESHOLD of magical power."</p><p></p><p></p><p></p><p>The official view correlates well with the first tier equating to high school, but perhaps can also include participating in post-diploma specialized training, towards an Associates degree (or an internship or special training by a business or a personal pursuit).</p><p></p><p>In other words, levels 1-4 corresponds to reallife ages of 13 to 19.</p><p></p><p>Only at level 5 do they cross the threshold into a completely different tier of professionalism.</p><p></p><p>Level 5 approximates the age of adulthood at 20.</p><p></p><p></p><p></p><p>Regarding adventures:</p><p></p><p>At the apprenticeship levels 1-4, the major threats (and adventures) are local places or a village as a whole (or an urban neighborhood).</p><p></p><p>At the professional levels 5 and up, the players can practice a trade − including as mercenaries − and adventures can participate to face challenges that might threaten a kingdom (or notable town), and being hired by prominent people to deal with such threats.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7837729, member: 58172"] I feel highschool Harry Potter style adventure settings are important for D&D to handle. Also 5e levels are so skewed, its levels 1-4 are all moreorless 4e level 0. Finally, and perhaps most pertinently, the 5e Players Handbook explicitly identifies all levels 1-4 as apprenticeship levels: "In the FIRST TIER (leveIs 1-4), characters are effectively APPRENTICE adventurers. They are learning the features that define them as members of particular classes." Only afterward can they function as autonomous, independent, professionals. Only those who are levels 5 and above are the journeymen − or ‘journeyers’ − of the medievalesque education system, who begin to practice their trade professionally on their own. The 5e Players Handbook says, "In the second tier (leveIs 5-10), characters come into their own. Many spellcaslers gain access to 3rd-Ievel spells at the start of this tier, crossing a NEW THRESHOLD of magical power." The official view correlates well with the first tier equating to high school, but perhaps can also include participating in post-diploma specialized training, towards an Associates degree (or an internship or special training by a business or a personal pursuit). In other words, levels 1-4 corresponds to reallife ages of 13 to 19. Only at level 5 do they cross the threshold into a completely different tier of professionalism. Level 5 approximates the age of adulthood at 20. Regarding adventures: At the apprenticeship levels 1-4, the major threats (and adventures) are local places or a village as a whole (or an urban neighborhood). At the professional levels 5 and up, the players can practice a trade − including as mercenaries − and adventures can participate to face challenges that might threaten a kingdom (or notable town), and being hired by prominent people to deal with such threats. [/QUOTE]
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