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Does the 3rd Tier of Play at Level 11 Make Sense?
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<blockquote data-quote="Kobold Stew" data-source="post: 8943602" data-attributes="member: 23484"><p>While the shift from 5th to 6th level spells isn't huge, it's at level 6 that caster choices begin to deform the game world more and more, where player actions can circumvent wide scale . Planar Ally assumes you know a god or extra planar being who is going to help you. Clerics (at 10) can start getting miracles, etc. Heal and Magic Jar are at this scale, as is (curiously?) Contingency.</p><p></p><p>Certainly 11 represents a big jump for fighter, rangers, paladins, barbs, and so it is a reasonable threshold for entry to the third tier. </p><p></p><p>For most casters, though, I think the step from 5th to 6th level spells is not as big as the step from 6th to 7th. At level 13 all of a sudden you have Plane Shift, Regenerate, Resurrection, Sequester, Simulacrum. And while the power level of these is higher (in terms of what they are doing to the world around you), they are behaving similarly to what some 6th level spells do. </p><p></p><p>(For this reason I have often felt that Plane Shift should be available as a 6th level spell, to mark the tier shift. Most casters can now enter other planes; that is a big deal; it's also an ability I want the Horizon Walker to get at 11 as well).</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8943602, member: 23484"] While the shift from 5th to 6th level spells isn't huge, it's at level 6 that caster choices begin to deform the game world more and more, where player actions can circumvent wide scale . Planar Ally assumes you know a god or extra planar being who is going to help you. Clerics (at 10) can start getting miracles, etc. Heal and Magic Jar are at this scale, as is (curiously?) Contingency. Certainly 11 represents a big jump for fighter, rangers, paladins, barbs, and so it is a reasonable threshold for entry to the third tier. For most casters, though, I think the step from 5th to 6th level spells is not as big as the step from 6th to 7th. At level 13 all of a sudden you have Plane Shift, Regenerate, Resurrection, Sequester, Simulacrum. And while the power level of these is higher (in terms of what they are doing to the world around you), they are behaving similarly to what some 6th level spells do. (For this reason I have often felt that Plane Shift should be available as a 6th level spell, to mark the tier shift. Most casters can now enter other planes; that is a big deal; it's also an ability I want the Horizon Walker to get at 11 as well). [/QUOTE]
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Does the 3rd Tier of Play at Level 11 Make Sense?
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