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Relative Difficulties of Advancing in 5e
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<blockquote data-quote="Bacon Bits" data-source="post: 8212856" data-attributes="member: 6777737"><p>I disagree. I think the XP chart is pretty well done because the designers understand the reality of the game.</p><p></p><p>The designers know level 1 and level 2 suck. They're there so that multiclass dipping is pretty unappealing, so you're supposed to get through them both in about three sessions.</p><p></p><p>Levels 3 through 10 or so are the sweet spot, where 90% of the game is actually played. The table expands these levels.</p><p></p><p>Levels 11, 12 & 13 are where the game starts to break down. The game still functions, but it's pushing into the endgame. Encounters can be difficult or time consuming here... or else over really quickly. It's increasingly like rocket tag.</p><p></p><p>Levels 14 and higher are trash levels. It's tolerable at first, but it eventually gets pretty unpleasant to DM and play. Level 20 has capstones to distract you from how godawful most of the non-spellcaster levels are at these levels, usually even compared to level 1-5 for those classes. Magic is way too good at these levels, but the desire to have those spells still in the game means they still exist. Encounters are difficult to run at this level, and and adventures are often difficult to plan. These levels are short to rush the PCs to the end of the campaign and save the DM's sanity.</p><p></p><p>With the exception 4e -- which plays tricks to plateau progression at about level 7-8 across all 30 levels of play -- essentially every edition of the game fits this mold. 5e is just the first one that doesn't make the XP table do silly things and pad out the levels that people don't actually want to play.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8212856, member: 6777737"] I disagree. I think the XP chart is pretty well done because the designers understand the reality of the game. The designers know level 1 and level 2 suck. They're there so that multiclass dipping is pretty unappealing, so you're supposed to get through them both in about three sessions. Levels 3 through 10 or so are the sweet spot, where 90% of the game is actually played. The table expands these levels. Levels 11, 12 & 13 are where the game starts to break down. The game still functions, but it's pushing into the endgame. Encounters can be difficult or time consuming here... or else over really quickly. It's increasingly like rocket tag. Levels 14 and higher are trash levels. It's tolerable at first, but it eventually gets pretty unpleasant to DM and play. Level 20 has capstones to distract you from how godawful most of the non-spellcaster levels are at these levels, usually even compared to level 1-5 for those classes. Magic is way too good at these levels, but the desire to have those spells still in the game means they still exist. Encounters are difficult to run at this level, and and adventures are often difficult to plan. These levels are short to rush the PCs to the end of the campaign and save the DM's sanity. With the exception 4e -- which plays tricks to plateau progression at about level 7-8 across all 30 levels of play -- essentially every edition of the game fits this mold. 5e is just the first one that doesn't make the XP table do silly things and pad out the levels that people don't actually want to play. [/QUOTE]
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