D&D 5E Fully realized heroes in 5e

kevtar

First Post
Mike Mearls' latest ruminations on character abandonment (or rather, when players get bored with their PCs), got me thinking about class features and levels. In the next version of the game, when should PCs (a) reach the zenith of their class features, and (b) what do we do with PCs once they've hit that point? Assuming the PCs are full-fledged heroes at that point (at least conceptually), do they retire, keep playing, become an immortal incarnation of a hero, or what?

In 1st & 2nd edition, your PC tapped out of class features rather early. For instance, in 1st edition a fighter received a "body of men at arms" and received a "monthly revenue." From that point on, the PC didn't even dice for HP, they simply received a fixed +3HP (plus Constitution modifiers if applicable). Things weren't much different in 2nd edition. Third edition offered more class features spread out over the career of the PC, which was nice, but players then started to talk about "dead levels" (something which existed in 1st edition from 9th level on, but for some reason, we never really thought about it). Fourth edition enlarged upon the concept of "dead levels" even further by working to eliminate them altogether. As part of that design, "tiers" were introduced as a way of organizing levels of play. However, although I enjoyed the "tier" system, in introducing "epic destinies" - the PCs final incarnation - there was still one aspect of play that bothered me.

In 1st edition, I knew my fighter was going to hit his/her zenith (in terms of class features) at 9th level, but I didn't want to stop at 9th level and the game assumed we were going to play past that level. In 3rd edition, the PCs would hit their zenith at 19th or 20th level and then they were done - no more features, and at least until the "epic level handbook" arrived, the core assumption seemed to be that your PC was done adventuring (at least in our case. We finished out the last level with our newly "topped off" pcs and then ended the campaign. Even with the "Epic level handbook," Epic level adventures in 3.0/3.5 were just to onerous for us to consider). Fourth edition made the assumption that once your PC achieved all of the benefits of her/his epic destiny, that PC was then "out of play" and moved on to bigger and better things, which means that you get a level or so of a "fully realized hero" to play, but then the PC vanished to the Elysium fields or languished in darkened halls in the Shadowfell. You could always adventure past that point, but that kind of play suffered from at least three problems (1) epic destiny play (and in particular combat) was bloated and nearly as onerous as 3.5, (2) epic play was not well supported by WotC, and (3) epic-destiny level play was simply too non-threatening. I know that the "immortal hero" was the core assumption destination for PCs in 4e, but I still wanted to have a hero that could be threatened, and not simply inconvenienced, by death.

I've been thinking a lot about at what point do I want to move on to a new PC? Is it when my PC has achieved an epic destiny? If so, what happens when the PC achieves that level, but I still want to play that PC? Will there be a way for that to happen, or will the core assumption of the game be that at that point the PC has done everything he/she can do? Maybe I want to play my PC past it's "fully realized state?" What happens then? Do I rely on a published "5e epic level handbook," or will the core assumption be that I play the PC until I have felt like I've done everything I've wanted to do in the game?

Here's the gist of my thoughts right now. I've been re-visiting 1st edition ever since the announcement of 5e and this is where I'm at now:

I think I want my PC to "max out" her/his class features earlier (well before the "final level" - if there will be one) in his or her career and then receive minimal benefits from that point on (vis-a-vis 1st & 2nd edition). That way, I can play a "fully realized hero" and still go adventuring. If the benefit is something like "+3 HP/level" and "henchmen" (or another indirectly related benefit), then hopefully I get a "fully functioning" epic-level hero who at some point, acknowledges that he/she doesn't simply fight for a cause, but also, at a basic level, for survival as well.

What are your thoughts?
 
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My immediate reaction is that you can just stop at whatever level you feel comfortable with. 3e had E6, for example, and in 4e, you could simply stop at the Heroic (or Paragon) tier, or whatever level you prefer, and not advance further (or maybe just keep the XP tables for the purpose of feat and hp advancement, but no higher-level powers or abilities).
 

I don't really agree with the premise that characters in 1/2e topped out around name level.

While, admittedly, hp gains were much more modest after name level, and followers changed the potential scope of the game significantly, characters continued to gain significant power beyond level 9.

Spellcasters are probably the best example of this, as a 9th level wizard had only achieved 5 of 9 possible spell levels, which was considerably less than half the power of a mage of 20th level. However even fighters continued to make significant progress in both Thac0 and saving throws.

That said, I'd like to see PCs start with core competency, as defined by being good at what that class is intended to be good at. An example of where this might be lacking can be found in the 3e archery feat tree. A character required Point Blank Shot in order to obtain Precise Shot, without which firing into melee suffered a prohibitive -4 penalty. Which wasn't too bad if your were a fighter, or human, but if I wanted my elven rogue to be competent with a bow I had to wait til level 3. Precise Shot should have been available without Point Blank Shot. That's probably not the best example, but it's late and I'm tired.

I think one of the designers said something to the effect that levels 1 and 2 were intended as learning levels, lacking full competence, with level 3 having core competence and being the assumed starting point for experienced players. That's fine as far as I'm concerned.

Beyond core competence, I don't want to see characters top out (prior to max level). There should always be something bigger and better to look forward to next level. Topping out seems little different to me from leveling up to max level and then continuing playing.

I guess what I'm saying is, it depends on your definition of "fully realized hero". If it means that you become competent in your class shtick early on, I'm all for it. If it means that you get your best abilities early on, and have little to look forward to at later levels, then I disagree.
 

I don't think character should tap out.

At maybe third level, a PC get all the base competences for their class. Then they just grow and grow. There could be theresholds though. After level X, everyone is a superhuman. After level Y, everyone is divine, undead, demon, full fey, or magical in someway. But the fun never ends. You can level up and get stronger until you kick Orcus, Demodgorgon, Dagon, and the other demons out of the Abyss.
 

As time has gone on, I tend to feel like the early editions got this right. I'd like 10th level or so to be some kind of campaign "decision point". I also feel like this is about where campaigns and playstyles and ideas about D&D really start to diverge a lot.

So let's let 'em.

Some groups will choose the "Paragon" modules, and new Paragon themes/classes/?s for their characters. These parties will still go on adventures, just bigger and badder adventures with regular plane-hopping, etc. Eventually, they may challenge/annoy/mildly amuse the gods themselves.

Other groups will choose the "Thrones" module and begin to lead ever-larger and more complex organizations. These parties will still go on adventures, but they are more important for the political and diplomatic stakes, rather than the treasure or fame to be directly won. Eventually, they may move armies and turn the course of history itself.

Still other groups will muddle along doing basically what they already have been doing. They will fight bigger monsters and get bigger treasures, and throw bigger parties to spend it all. These parties go on adventures as a matter of course, its their bread and butter. As spies and heroes, they may decide the fate of the very world itself.

I suppose there must be other possibilities as well. Maybe individual campaigns and published campaign settings could have their own, as well. I'm not sure how you write a "Thrones" adventure, since it seems like a pretty setting-specific kinda game. (But...there is no orc kingdom in this world!) However, I could see a "Complete Thrones" book with plenty of suggestions for hesitant DMs.

Anyway, that's how I think they should go about it.
 

I don't want to see classes that peter out at low-middle levels. Being "fully realized" is a matter of perspective and desire. For example, I've yet to "fully realize" a Favored Soul, as I have never gotten to level 17 with one. I was able to "fully realize" a 4e paladin at level 9 though.

Being "fully realized" depends on what you are trying to realize.
 

I don't really agree with the premise that characters in 1/2e topped out around name level.

While, admittedly, hp gains were much more modest after name level, and followers changed the potential scope of the game significantly, characters continued to gain significant power beyond level 9.

Spellcasters are probably the best example of this, as a 9th level wizard had only achieved 5 of 9 possible spell levels, which was considerably less than half the power of a mage of 20th level. However even fighters continued to make significant progress in both Thac0 and saving throws.

I had focused so much on things like "your wizard gets a tower!" that I had forgotten about spellcasting, lol. You're right, that's a significant class feature that really becomes meaningful after 9th level.

I guess what I'm saying is, it depends on your definition of "fully realized hero". If it means that you become competent in your class shtick early on, I'm all for it. If it means that you get your best abilities early on, and have little to look forward to at later levels, then I disagree.

The definition of a "fully realized hero" is definitely key. The game should be able to satisfy, or at least be flexible enough to accommodate, players' various opinions of what a fulfilling end of the PCs career might be.
 

I don't want to see classes that peter out at low-middle levels. Being "fully realized" is a matter of perspective and desire. For example, I've yet to "fully realize" a Favored Soul, as I have never gotten to level 17 with one. I was able to "fully realize" a 4e paladin at level 9 though.

Being "fully realized" depends on what you are trying to realize.

I wholeheartedly agree, and I'm wondering how 5e might accommodate that process, which is going to have a lot of variation from group to group, even player to player. A basic core assumption has to be made, and in my opinion, the simpler the assumption the easier it will be to modify for various players. So I wonder what the core assumption of a "fully-featured" PC will be and what are the expectations for that character? A quick retirement or is there room for a few more adventures?
 

I wholeheartedly agree, and I'm wondering how 5e might accommodate that process, which is going to have a lot of variation from group to group, even player to player. A basic core assumption has to be made, and in my opinion, the simpler the assumption the easier it will be to modify for various players. So I wonder what the core assumption of a "fully-featured" PC will be and what are the expectations for that character? A quick retirement or is there room for a few more adventures?

I suppose this was one thing I liked about 4e, is that the Tiers set up a way to realize your character at different points, and establish different goals for that realization.
 

I actually prefer very few class features for precisely that reason. Lots of class features often results in waiting for a lot time until you get what you need to play the character as intended, and then you soon lose the joy of gaining new abilities. So character advancement should not be a key element of the game at all. The core of the game has to be located somewhere else.

For gaining new levels, I tend towards a pseudo-logarithmic progression up to infinity. After each level, it takes you more time to get the next one until it slows down to almost nothing.
How much you have to wait for each level depends on how much you'd get from a new level. In 2nd or 3rd Edition, I'd say you should get to 4th or 6th level rather quickly, but you very rarely, if at all, advance after 10th.
 

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