Jeremy Ackerman-Yost
Explorer
A "level" is a pure abstraction. Therefore, there is no objective answer to this question. It's somewhere on a spectrum between rhetorical and nonsensical.
It's like asking "How many bars does the jail cell need?"
Answer: "Enough to keep the thinnest prisoner from getting out."
That's really all there is to it, but at the same time, a great deal more could be said, since the devil is, as usual, lurking in the details.
To continue the silly example, there are several relevant factors, including, but not limited to size of the windows and doors, diameter of the individual bars, cost of each bar, and the heft and flexibility of the prisoners. Every time you change one of those parameters, you probably have to recalculate the whole darn thing.
Back to D&D.... There are probably several sweet spot, or local maxima, but it's going to depend on a lot of factors, most of them determined by the group as much as the system. Preferences for "leveling goodies", degree of tactical variation in fights, degree of importance of fights vs social mechanics vs pure roleplay, etc. One game could feel very tactically stale if the characters stay at the same level for multiple sessions, while another would feel constantly innovative even if the characters never level or change their abilities at all.... much of this can be chalked up to DM skills and experience, but player predilections factor in as well.
And the math of the specific system is a HUGE factor. 3e felt "wrong" to me pretty early on... maybe level 10. 4e.... the math is rather different.
It's like asking "How many bars does the jail cell need?"
Answer: "Enough to keep the thinnest prisoner from getting out."
That's really all there is to it, but at the same time, a great deal more could be said, since the devil is, as usual, lurking in the details.
To continue the silly example, there are several relevant factors, including, but not limited to size of the windows and doors, diameter of the individual bars, cost of each bar, and the heft and flexibility of the prisoners. Every time you change one of those parameters, you probably have to recalculate the whole darn thing.
Back to D&D.... There are probably several sweet spot, or local maxima, but it's going to depend on a lot of factors, most of them determined by the group as much as the system. Preferences for "leveling goodies", degree of tactical variation in fights, degree of importance of fights vs social mechanics vs pure roleplay, etc. One game could feel very tactically stale if the characters stay at the same level for multiple sessions, while another would feel constantly innovative even if the characters never level or change their abilities at all.... much of this can be chalked up to DM skills and experience, but player predilections factor in as well.
And the math of the specific system is a HUGE factor. 3e felt "wrong" to me pretty early on... maybe level 10. 4e.... the math is rather different.