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*Dungeons & Dragons
Level 1-20 and the gulf between aspirations and reality
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<blockquote data-quote="werecorpse" data-source="post: 7877314" data-attributes="member: 55491"><p>I think that wotc HAS recognised this and as such HAS NOT put much design effort into the levels after about level 10. The classes get fewer abilities after 10th level than before that point.</p><ul> <li data-xf-list-type="ul">Major spell casters get 4 extra spell slots over levels 11-17 and for several levels gain no extra spell slots.</li> <li data-xf-list-type="ul">The number of high level spell options for some classes (ie cleric, druid, bard) is quite small.</li> <li data-xf-list-type="ul">despite hit points continuing to increase damage for many high level spells tends to stop at 10d6 (compared to attaining 5th level and getting the ability to cast 2 fireballs, attaining 13th level and getting to cast 1 prismatic spray is underwhelming in comparison)</li> <li data-xf-list-type="ul">the core character abilities tend to be acquired by characters in the early levels often the higher level abilities are lacklustre by comparison ie rage, multiattack, divine smite, etc</li> <li data-xf-list-type="ul">the 3 item limit on magic items again limits characters getting multiple abilities which ime feels about right at level 7-10 (before that it doesn’t often matter) but by level 14+ begins to mean an adventurer can’t actively use the magic stuff they find OR the stuff they find is underwhelming & geared for lower levels assuming you don’t want to give out to many + to hit or Ac items which can mess with bounded accuracy.</li> </ul><p></p><p>As stated above the effort/adventures/xp to get from level 11-14 is pretty small compared to the effort to get up to level 11. Imo this is to throw some endgame levels at the characters . The levels slow down a bit at level 14+ but a character is still advancing at a brisk pace at this point compared to levels 4-10</p><p></p><p>And finally as you have pointed out the adventures are rarely designed to continue much into the ‘teens’ levels.</p><p></p><p>So my theory is they know their main market is level 10 or below and that’s where they put in the design effort. Levels 11-20 get a bit of effort in the phb mostly so players can be aspirational and DMs can have an idea of high level spells & abilities for use by their big bads. Level 21+ gets a slight nod in the dmg so they can say they have taken that into account but there is little serious design effort put into it (what is it 2 pages with half a dozen options?). </p><p></p><p>Don’t get me wrong I like high level play (not as much as I like playing at levels 4-9 but probably more than I like playing at levels 1-3) but I just don’t think 5e high levels have anywhere near as much design effort from the manufacturer either from the players angle or the DMs.</p><p></p><p>Which imo is a pity because I thought with the use of bounded accuracy they may have made high level gaming more playable.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7877314, member: 55491"] I think that wotc HAS recognised this and as such HAS NOT put much design effort into the levels after about level 10. The classes get fewer abilities after 10th level than before that point. [LIST] [*]Major spell casters get 4 extra spell slots over levels 11-17 and for several levels gain no extra spell slots. [*]The number of high level spell options for some classes (ie cleric, druid, bard) is quite small. [*]despite hit points continuing to increase damage for many high level spells tends to stop at 10d6 (compared to attaining 5th level and getting the ability to cast 2 fireballs, attaining 13th level and getting to cast 1 prismatic spray is underwhelming in comparison) [*]the core character abilities tend to be acquired by characters in the early levels often the higher level abilities are lacklustre by comparison ie rage, multiattack, divine smite, etc [*]the 3 item limit on magic items again limits characters getting multiple abilities which ime feels about right at level 7-10 (before that it doesn’t often matter) but by level 14+ begins to mean an adventurer can’t actively use the magic stuff they find OR the stuff they find is underwhelming & geared for lower levels assuming you don’t want to give out to many + to hit or Ac items which can mess with bounded accuracy. [/LIST] As stated above the effort/adventures/xp to get from level 11-14 is pretty small compared to the effort to get up to level 11. Imo this is to throw some endgame levels at the characters . The levels slow down a bit at level 14+ but a character is still advancing at a brisk pace at this point compared to levels 4-10 And finally as you have pointed out the adventures are rarely designed to continue much into the ‘teens’ levels. So my theory is they know their main market is level 10 or below and that’s where they put in the design effort. Levels 11-20 get a bit of effort in the phb mostly so players can be aspirational and DMs can have an idea of high level spells & abilities for use by their big bads. Level 21+ gets a slight nod in the dmg so they can say they have taken that into account but there is little serious design effort put into it (what is it 2 pages with half a dozen options?). Don’t get me wrong I like high level play (not as much as I like playing at levels 4-9 but probably more than I like playing at levels 1-3) but I just don’t think 5e high levels have anywhere near as much design effort from the manufacturer either from the players angle or the DMs. Which imo is a pity because I thought with the use of bounded accuracy they may have made high level gaming more playable. [/QUOTE]
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