D&D 5E Levels of play


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That makes a little more sense, but is still pretty far off.

"3.5 remained popular after it was discontinued by WotC, and Paizo re-launched it under the name 'Pathfinder' in 2009," would be closer to the mark, (though still stretching it a bit). Pathfinder is a d20 OGL game, but it really /is/ D&D in a sense and to a degree that few other games not produced using the actual D&D IP could claim (it's like a legal Arduin Grimoire). That is, Pathfinder is a legal way of continuing to publish and support de-facto 3.5 D&D as an alternative to 4e, Essentials, and, now, 5e. (And, it actually 'beat' Essentials sales in two quarters and tied in one, out of the two years they were in competition - based on the very limited data available.) Pathfinder carried the D&D torch for the two-year Next-playtest hiatus, too.

And, I still don't see what it has to do with the following questions:
  • What levels would you consider the classes to be most balanced at?
  • What levels do you usually think are boring to play?
  • At what levels does your campaign usually end while you start over?
And, are they questions about 5e, or D&D (including PF and other retro-clones) in general? If the latter, this may be the wrong forum, there is a more general one: http://www.enworld.org/forum/forumd...mp-D-Editions-D-amp-D-Variants-and-OSR-Gaming
 

And, I still don't see what it has to do with the following questions:
And, are they questions about 5e, or D&D (including PF and other retro-clones) in general?
It means that the questions are aimed more at the players who enjoy the classic feel.

It is about 5e, due to the fact that at level 10, if players are allowed to MC, it feels like (mainly casters) everyone can do everything and is as good at it as the full class. Combining spell slots, cantrips scaling with class level... For example having 1 druid level and the rest any other full caster provides you with full healing.
So I am interested what levels players think are the way to go. We do not level. Coming into a new system we pick a level and stick to it till the new d&d version comes out.
 

It means that the questions are aimed more at the players who enjoy the classic feel.
The only way that remotely makes sense is if your laboring under the false impression that 5e intentionally excluding anyone who may have preferred either of the modern versions of D&D. Which is directly contradictory to 5e's stated goals of re-unifying the fanbase.

So I am interested what levels players think are the way to go. We do not level. Coming into a new system we pick a level and stick to it till the new d&d version comes out.
That's an interesting, I dare say, unique, way of approaching the game, and one entirely at odds with the 'classic feel,' which included, among may other things, rather dogmatically working your way up from 1st level with each and every character. Most of us who enjoyed the classic game admit that it had a definite 'sweet spot,' but to take it down to one specific level for the entire run is the most profound expression of that.

Like I said, it's interesting. I guess I'd recommend 7th. It's well clear of apprentice, kinda in the middle of the major single-digit milestones, like Extra Attack, gives you access to plenty of fun spells but excludes some problematic ones (not all of them, by any means), and so forth. And, of course, it's a nice, mystical number. ;)
 
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I guess I'd recommend 7th. It's well clear of apprentice, kinda in the middle of the major single-digit milestones, like Extra Attack, gives you access to plenty of fun spells but excludes some problematic ones (not all of them, by any means), and so forth. And, of course, it's a nice, mystical number. ;)
At 4th, we have been 12ths, so I assume 7-8th is appropriate.
Thanks
 

8th level won't give anyone higher level spells than they had at 7th, and most classes primarily get an ability score increase. Clerics on the other hand get their at-will damage boost at 8th level (which, IMO, is a bigger deal for weapon clerics than for cantrip clerics, because it helps the former catch up with the latter), and land druids get improved wildshape. I'd probably go 8th just to help out the melee clerics, but if that isn't important to you, 7th is a nice spot.
 

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