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General Tabletop Discussion
*Dungeons & Dragons
Discussion, Level 20 abilities, does it matter if they are overpowered?
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<blockquote data-quote="Jester David" data-source="post: 6436116" data-attributes="member: 37579"><p>It kinda sorta matters, but not much. </p><p></p><p>They matter if you get to level 20, but getting there is a pretty HUGE <strong>if</strong>: after two-decades of heavy gaming the highest I've gotten any table is 17. That's when the story ended. (<em>Rise of the Runelords</em>) Prior to that was 14.</p><p>Even if you make it to 20 there's likely not a lot of adventuring left. In my level 14 and level 17 games, both times I levelled up everyone for the final session. So it was 1-3 encounters. </p><p></p><p>This matters. While the moon druid ability seems awesome on paper, in practice it's very likely only a couple extra uses of wildshape. The difference between "unlimited" and "four/rest" are blurred unless you're fighting something like the tarrasque. </p><p></p><p></p><p>Okay, let's deal with the actual homebrewing. </p><p></p><p>The paladin gets two things for hitting level 20: its oath ability and its generic paladin ability. So it gets a lot. Barbarians just get unlimited rages and their barbarian thing, their primal path doesn't affect much normally at 20th level. So if the ability is balanced at 14th or whenever they get the wings, it should still be balanced at level 20. </p><p></p><p>But, more importantly, look at the eagle totem on page 50. At level 20 it can fly pretty much at-will too. However, it cannot end its turn aloft and is only the barb's walking speed. So a bloodrager option should have some small balancing factor. If the winged flight was slower (say 20 feet) then that might compensate for being able to end turns aloft. Or their could be an elevation requirement.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6436116, member: 37579"] It kinda sorta matters, but not much. They matter if you get to level 20, but getting there is a pretty HUGE [B]if[/B]: after two-decades of heavy gaming the highest I've gotten any table is 17. That's when the story ended. ([I]Rise of the Runelords[/I]) Prior to that was 14. Even if you make it to 20 there's likely not a lot of adventuring left. In my level 14 and level 17 games, both times I levelled up everyone for the final session. So it was 1-3 encounters. This matters. While the moon druid ability seems awesome on paper, in practice it's very likely only a couple extra uses of wildshape. The difference between "unlimited" and "four/rest" are blurred unless you're fighting something like the tarrasque. Okay, let's deal with the actual homebrewing. The paladin gets two things for hitting level 20: its oath ability and its generic paladin ability. So it gets a lot. Barbarians just get unlimited rages and their barbarian thing, their primal path doesn't affect much normally at 20th level. So if the ability is balanced at 14th or whenever they get the wings, it should still be balanced at level 20. But, more importantly, look at the eagle totem on page 50. At level 20 it can fly pretty much at-will too. However, it cannot end its turn aloft and is only the barb's walking speed. So a bloodrager option should have some small balancing factor. If the winged flight was slower (say 20 feet) then that might compensate for being able to end turns aloft. Or their could be an elevation requirement. [/QUOTE]
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Discussion, Level 20 abilities, does it matter if they are overpowered?
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