D&D 5E (2024) Mearls has some Interesting Ideals about how to fix high level wizards.

In an effort to get the thread back on something approaching the level11+ Moldvey wizard Mearls put out here's what he wrote in one of the posts prior to it. I'm quoting it because it talks about why in 5e that level range collapses onto the GM's boulders at those levels and some of the goals he's setting for himself with this take on level 11+ wizard
High Level of Play, Low Level of Fun
January 8
We never really playtested high level play in 5e. We didn't have the time. Even if we did test it, I'm not sure much would have changed. As our deadline bore down on us, we had to prioritize which parts of the game received the most focus. High levels seemed to be something that groups either figured out and used, or an area of the game that a group ignored. We typically found that if a solution looked like 3e, players approved of it. So, high level 5e looks like high level 3e. Which means that it, like high level 3e, is hard to DM and play.

It's common for most groups to play D&D in its sweet spot, somewhere around levels 3 to 8 or so. Give that it takes dozens of regular sessions to reach level 10, then dozens more to go all the way to 20, I don't think most game groups ever reach those levels even if they want to. Stringing together 30 to 40 sessions before you can start playing at level 11 is pretty rare.

If you do reach high level, your reward is not particularly clear to me. You get more powerful class features and bigger numbers, but the game play itself remains the same. The core cycle of how you do stuff remains static.

Finally, monsters at high level start to break down. The alpha strike problem allows PCs to burn through monsters at a prodigious rate. You have to dip into the topmost reaches of CR to build encounters for characters. If you try playing through levels 11 to 20, you likely run low of monsters around level 16. You still have four levels to go!

The challenge here is that the current system takes the level 1 to 10 progression and keeps scaling it up until level 20. Fundamentally, I don't think that works. I think the games need a new direction.

So, here is what I am building.

A New Cap System​

I want the game to shift quite a bit at level 11. For the first 10 levels of the game, the game's core loop works well. Beyond that point, I think the loop itself breaks down. Here are all the topics I think a design needs to tackle.

Before diving in, if high level play works for you then this project isn't for you. However if you find high level play difficult to manage but the idea of playing at 18th level sounds fun, then this one is for you.

So, here is what I see three core issues with high level play:

  • Speed of Play. At high levels, character sheets become character books. The option progression that worked in the sweet spot, say up until level 8, leads to increasingly cluttered character sheets as it layers more and more stuff on to a character. At high level, characters need to focus on the key, powerful abilities that let them take on might enemies and adventure in exotic locations. The clutter needs to go.
  • Appropriate Challenges. By my count, there are about 80 monsters at CR 11 and higher in the Monster Manual. That's not a lot for the entire second half of a campaign! Compounding things, the CR system assumes that characters spread their resources out over 20 or more rounds of combat per day. It fails to account for the party's ability to unload their most powerful options and win the action economy. It is very difficult to challenge a high level party with the CR system, and the lack of options puts enormous weight on DMs.
  • Worldbuilding. The lack of a clear framework makes it hard to envision how a high level campaign works. From levels 1 to 10, most DMs can envision how dragons, chimeras, orcs, and giants fit into the campaign world. At low levels, you handle creatures that feel like a part of the world. You can see how they fit in. At high levels, the world building shows its cracks. Is a high level dungeon just a hole in the ground with tougher monsters and bigger treasure? Are high level fighters just warriors who swing their swords more often? I think that undermines the feeling of high level play as an epic tier of power. I want high level play to embrace the heroic.
So, where do we start? Here are my first ideas for each point. You'll see details on them as my work begins.

For characters, I am working on an alternate advancement scheme for characters at levels 11 and higher. When you go from level 10 to 11, you hop from your class's advancement table to a new, 10-level advancement table. Casters look a bit like warlocks, with fewer slots and spells but all of those options resting near the top of their power curve. Spells like fireball that sit at the bottom of the power curve (the lowest level version, to be clear - its 27.5 points of damage doesn't do much to epic monsters) displace cantrips.

Martial characters need truly epic abilities to stand out. Roughly speaking, I want to amp up their heroic abilities by liberating them from the grid and breaking the action economy to let them grab the spotlight. For instance, I want fighters to have attacks that assume they can move through a 30-foot radius area and attack everything in there without slowing the game down with 20 die rolls.

For monsters, the level, role, and rank system I've created is scaling up well. The monsters stats might look wild at first glance, but in play they provide a sufficient threat to characters. So far testing is going well. If the system holds up, it'll be much easier to design effective high level enemies.

Finally, for world building I want to create adventure frameworks that give high level gaming a place in the typical fantasy world. Dungeons make sense for levels 1 to 10. What's the equivalent for high level play? I have ideas!

So, that's a new project I'm tackling in 2026. Moldvay and Odyssey continue, with Moldvay rounding into shape. The player's guide is a complete draft, and the DM's guide is coming together. I'll be sharing the toolkits for dungeons and the wilds, along with the bestiary and the magic items, in the coming weeks. The high level project runs in parallel with it.
Funny enough some of that is related to the points about simplification for the point of simplification being made by @EzekielRaiden . A subsystem that "looked like 3e" often wound up triggering that collapse onto the GM's shoulders in ways that 3.x did not simply because relevant player side and player impacting supporting elements did not carry over in a form that gave the GM any meaningful system backed support in the resulting simplifications
 

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In an effort to get the thread back on something approaching the level11+ Moldvey wizard Mearls put out here's what he wrote in one of the posts prior to it. I'm quoting it because it talks about why in 5e that level range collapses onto the GM's boulders at those levels and some of the goals he's setting for himself with this take on level 11+ wizard

Funny enough some of that is related to the points about simplification for the point of simplification being made by @EzekielRaiden . A subsystem that "looked like 3e" often wound up triggering that collapse onto the GM's shoulders in ways that 3.x did not simply because relevant player side and player impacting supporting elements did not carry over in a form that gave the GM any meaningful system backed support in the resulting simplifications
Everything Mike said in that post f his that you quoted makes perfect sense. And it easily explains why and how a project he is designing would be made.

The only issue will of course end up being that he's going to print a game that I still personally believe has barely any market. I just don't think most people care about playing "high-level" games because that don't gain you anything substantially over what you get at lower ones. And the people who DO play those games seem perfectly capable and happy to run them using the tools they already have at their disposal and don't need ways to make it easier.

But if Mike wants to try... more power to him! Hope it works out for him!
 

Waiting for a second print run after selling out the first unexpectedly fast tends to limit sales of sold out books.
obviously this assumes they had enough books to not run out… the book still would not sell as many copies every week for the next 50 weeks as it did for the first two

The critical point is that both Dagger Heart and Draw Steel are developing their own ecosystems of 3rd party supplied content.
as does Shadowdark, as does Pathfinder, and probably some others.

Good for them, but I’d still like to see absolute sales numbers, those will pale in comparison to 5e.

Selling more than expected is good, but it tells us very little, maybe they are just bad at estimating, given that they had nothing to go on
 

Everything Mike said in that post f his that you quoted makes perfect sense. And it easily explains why and how a project he is designing would be made.
Agreed entirely so far. Just wanted to get that part cleared up & out of the way.
The only issue will of course end up being that he's going to print a game that I still personally believe has barely any market. I just don't think most people care about playing "high-level" games because that don't gain you anything substantially over what you get at lower ones. And the people who DO play those games seem perfectly capable and happy to run them using the tools they already have at their disposal and don't need ways to make it easier.

But if Mike wants to try... more power to him! Hope it works out for him!
In this part I have some disagreement and think it's because we have very different play styles. Based on some of what I remember from your past posts I recall you playing in games that advance extremely quickly through the levels and those groups needed to make house rules for situations rarely seem elsewhere without Monty haul/AL style players basically pick their lewt treasure like not being able to benefit from 3+rings.

Either way though my games tend to be much slower than average leveling with a lot more sandbox enabled adventuring. Sandbox gameplay campaigns are not some extreme outlier and in the scope of healthy long running campaigns with lots of books around the table they are probably a pretty significant fraction of the whole.

All of that is an important distinction because the missing bits of player side complexity and player impacting complexity that got streamlined away to the shoulders of high level campaign's gms are also often elements that are important for driving player desire to improve their PCs through adventuring well before even nearing high levels. Without those supporting elements and simplicity for the sake of simplicity driving everything it creates a scenario where any complaint about those missing gm support elements getting dismissed with endless "run better encounters" or descriptions of all seeing all knowing freaking hive minds as merely having enemies "acting intelligently" because those sandbox problems don't show up with as much weight in a campaign leaning away from sandbox towards towards fairly linear adventure path style play
 

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