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E15 Draft (Homebrew): 15 levels instead of 20.
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<blockquote data-quote="ezo" data-source="post: 9550426" data-attributes="member: 7037866"><p>I could see this working either way. With fewer feats/ ASIs at lower levels, you <em>really</em> have to want the feat and make certain it represents your concept/goal well. Also, since you can continue play past 15th level, you have virtually unlimited ASI/feat access then.</p><p></p><p>Also, by keeping it with character levels, you could certainly award more feats/ASIs like you suggest if you want to without messing up the class features and their levels.</p><p></p><p>FWIW, we had a feat at level 1 originally, but (believe it or not) we are trying to keep this more RAW than our past homebrews.</p><p></p><p></p><p>You get something at every level regardless of giving more. Either a class feature, access to higher level spells, improved proficiency, etc. and failing <em>all of that</em> you always get a hit dice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I remember that thread. Our reasoning was comparing total spell levels. In RAW you have 89 at 20th level, so just removing 8th and 9th level slots without restoring slots elsewhere warped that balance.</p><p></p><p>[ATTACH=full]391738[/ATTACH]</p><p>Even given more lower-level slots, the overall "power level" in terms of total spell leves is generally equal to or (more often) below RAW to 20 levels.</p><p></p><p>By allowing more slots (and those more spells) we are hoping there will be less reliance on cantrips and less reluctance to use spells when slots would otherwise be low.</p><p></p><p>One of our major concerns is the concept of having a number of known spells equal to your spell slots. So, a 15th level wizard will know two "default" spells (chosen from the class) and seven known 1st-level spells, six 2nd-level spells, five 3rd-level spells, etc. We'll see how well the players like the idea.</p></blockquote><p></p>
[QUOTE="ezo, post: 9550426, member: 7037866"] I could see this working either way. With fewer feats/ ASIs at lower levels, you [I]really[/I] have to want the feat and make certain it represents your concept/goal well. Also, since you can continue play past 15th level, you have virtually unlimited ASI/feat access then. Also, by keeping it with character levels, you could certainly award more feats/ASIs like you suggest if you want to without messing up the class features and their levels. FWIW, we had a feat at level 1 originally, but (believe it or not) we are trying to keep this more RAW than our past homebrews. You get something at every level regardless of giving more. Either a class feature, access to higher level spells, improved proficiency, etc. and failing [I]all of that[/I] you always get a hit dice. :) I remember that thread. Our reasoning was comparing total spell levels. In RAW you have 89 at 20th level, so just removing 8th and 9th level slots without restoring slots elsewhere warped that balance. [ATTACH type="full" width="535px"]391738[/ATTACH] Even given more lower-level slots, the overall "power level" in terms of total spell leves is generally equal to or (more often) below RAW to 20 levels. By allowing more slots (and those more spells) we are hoping there will be less reliance on cantrips and less reluctance to use spells when slots would otherwise be low. One of our major concerns is the concept of having a number of known spells equal to your spell slots. So, a 15th level wizard will know two "default" spells (chosen from the class) and seven known 1st-level spells, six 2nd-level spells, five 3rd-level spells, etc. We'll see how well the players like the idea. [/QUOTE]
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