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Mike Mearls - Reddit AMA
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<blockquote data-quote="Yaarel" data-source="post: 7305805" data-attributes="member: 58172"><p>I agree level 11 is the "official" beginning of a tier. However, for casters there is little to substantiate the intention.</p><p></p><p>Level 9 feels a more significant shift.</p><p></p><p>In any case, the units of four levels each that correspond to the tiers of proficiency are granualar to demarcate meaningful advancement. (I doubt anyone thinks level 16 is moreorless equivalent to level 11. Nor that level 5 is moreorless equivalent to level 10. More granularity is more useful.) The 4-level proficiency tiers help, and also correspond more closely to traditional play in previous editions.</p><p></p><p></p><p></p><p>By contrast, spell level 5 corresponding to the proficiency tier of levels 9-12, has gamechanger spells like Forcecage, plus a decent number of good spells. The tier beginning at level 9 has spell level 5 as a more impressive milestone, relative to nearby levels.</p><p></p><p>The tiers of proficiency feel more accurate, and anyway are more useful granularly for demarcating advancement mechanically, and correspond better with earlier editions.</p><p></p><p></p><p></p><p></p><p>Re the spells that become available at level 11, in spell level 6.</p><p></p><p>Arcane Gate is less impressive compared to Misty Step and Dimension Door that become available at much lower levels. </p><p></p><p>Disintegrate and Flesh to Stone are not bad, but less than good.</p><p></p><p>True Sight is good, albeit passive.</p><p></p><p>Also, for healer casters, Heal is effective. And for certain situations, Mass Suggestion can be excellent.</p><p></p><p>Many spells seem of less worth than their nominal spell level 6 slot.</p><p></p><p>A caster player who is looking for a "milestone" for level 11, can safely bypass these spells.</p><p></p><p></p><p></p><p>Notice, the real gamechanger spells, Fireball at level 5 and Wish at level 17 correspond to the proficiency tiers.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7305805, member: 58172"] I agree level 11 is the "official" beginning of a tier. However, for casters there is little to substantiate the intention. Level 9 feels a more significant shift. In any case, the units of four levels each that correspond to the tiers of proficiency are granualar to demarcate meaningful advancement. (I doubt anyone thinks level 16 is moreorless equivalent to level 11. Nor that level 5 is moreorless equivalent to level 10. More granularity is more useful.) The 4-level proficiency tiers help, and also correspond more closely to traditional play in previous editions. By contrast, spell level 5 corresponding to the proficiency tier of levels 9-12, has gamechanger spells like Forcecage, plus a decent number of good spells. The tier beginning at level 9 has spell level 5 as a more impressive milestone, relative to nearby levels. The tiers of proficiency feel more accurate, and anyway are more useful granularly for demarcating advancement mechanically, and correspond better with earlier editions. Re the spells that become available at level 11, in spell level 6. Arcane Gate is less impressive compared to Misty Step and Dimension Door that become available at much lower levels. Disintegrate and Flesh to Stone are not bad, but less than good. True Sight is good, albeit passive. Also, for healer casters, Heal is effective. And for certain situations, Mass Suggestion can be excellent. Many spells seem of less worth than their nominal spell level 6 slot. A caster player who is looking for a "milestone" for level 11, can safely bypass these spells. Notice, the real gamechanger spells, Fireball at level 5 and Wish at level 17 correspond to the proficiency tiers. [/QUOTE]
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