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General Tabletop Discussion
*Dungeons & Dragons
Do We Really Need Levels 11-20?
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<blockquote data-quote="Deset Gled" data-source="post: 9594366" data-attributes="member: 7808"><p>For me, the problem is that the chicken is fully grown by level 10.</p><p></p><p>That is to say, in 5e, you basically have a character complete and fully developed by around level 10. Say you want to play a wizard. At level 1, you're just learning magic. By around level 6, you're a pretty competent caster. By level 10 you're essentially a full blown wizard. There may be few high level spells to learn, but nothing really new in terms of mechanics. No more epochs. No major growth. No built in reason to continue. Most classes have essentially the same trajectory.</p><p></p><p>I grew into D&D mainly in 3e, where a level 10 character was still an adolescent. If your character had a long terms goal, it typically took until very high levels to reach that goal. A monk, for example, ascended to being an Outsider at level 20. Lots of Prestige Classes had major conclusions at the end (e.g. the Dragon Disciple became a full Half Dragon at level 10). You started the PrC around level 5-8, so your character didn't really "become" their final class until the later teen levels. We didn't always play to those higher levels, but the goal was to get there.</p><p></p><p>Some may call this a mechanics issue with level design. Some may call it a narrative issue where characters need long term stories. But whatever you want to call it, I would love to see more happening in the later levels that gives real meaning to playing there. It seems to me that 5e has really pushed for a "sweet spot" of play-ability that focuses on levels ~3-10, which is at the detriment to later level play.</p><p></p><p>Now, the other side of this coin is that level 1 keeps getting more and more powerful over time. Level 1 in 5e 2024 is practically level 3-4 in 3e. That's obviously a different discussion that what this thread is about, but it's an issue that needs to be tackled if you're looking at character growth over multiple levels.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9594366, member: 7808"] For me, the problem is that the chicken is fully grown by level 10. That is to say, in 5e, you basically have a character complete and fully developed by around level 10. Say you want to play a wizard. At level 1, you're just learning magic. By around level 6, you're a pretty competent caster. By level 10 you're essentially a full blown wizard. There may be few high level spells to learn, but nothing really new in terms of mechanics. No more epochs. No major growth. No built in reason to continue. Most classes have essentially the same trajectory. I grew into D&D mainly in 3e, where a level 10 character was still an adolescent. If your character had a long terms goal, it typically took until very high levels to reach that goal. A monk, for example, ascended to being an Outsider at level 20. Lots of Prestige Classes had major conclusions at the end (e.g. the Dragon Disciple became a full Half Dragon at level 10). You started the PrC around level 5-8, so your character didn't really "become" their final class until the later teen levels. We didn't always play to those higher levels, but the goal was to get there. Some may call this a mechanics issue with level design. Some may call it a narrative issue where characters need long term stories. But whatever you want to call it, I would love to see more happening in the later levels that gives real meaning to playing there. It seems to me that 5e has really pushed for a "sweet spot" of play-ability that focuses on levels ~3-10, which is at the detriment to later level play. Now, the other side of this coin is that level 1 keeps getting more and more powerful over time. Level 1 in 5e 2024 is practically level 3-4 in 3e. That's obviously a different discussion that what this thread is about, but it's an issue that needs to be tackled if you're looking at character growth over multiple levels. [/QUOTE]
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Do We Really Need Levels 11-20?
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