D&D General What does "This adventure is for mid-level adventurers" mean to you?

5-12.

But I wouldn't use that term in relation to 5e (since it has its own defined tiers). And I agree with the OP - when advertising an adventure, the actual level range should be used.
 

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6-10.

Low-1-5 - novice levels, by the end, your wizard gets it's iconic 3rd level spell slot and fighter his second attack
Mid 6-10 - journeyman levels, characters are competent and start to establish themselves as someone of notice, casters get 4th and 5th level spells, 2/4 archetype features kick in at these levels
High 11-16- experts, characters at these levels are powerful, they are somebody of notice in the world and they start to punch above their weight. Casters get their powerful spells of 6-8th level. Martials get 3 feats/asi-s and another attack
Epic 17-20 - characters of these levels are movers and shakers in the world. 9th level spells kick in. Martials can one shot decent amount of monsters with pure dpr.
 



7-12th level is where my knee-jerk reaction is to mid-level.

Why that range? It brackets 10th level, the literal midpoint of the system. Beyond that, it can't be too wide a spread and 7th level spells don't "feel" like "mid-level" to me so it can't go up to 13.
 

It seems that all the Adventure League (AL) modules are broken down by tiers, but the recommended level is 3,8,13 and whatever epic level is. There is the chart to scale the monsters and such for weaker or stronger parties as well.

Mid level to me is 5-7 or maybe 6-8. I feel that I would need to scale up if my PCs were 9th level and certainly if they were 12th.
 

I tend to prefer nothing under 6th level, and most of what I choose to run is 13+.

woah. i don't think i've heard of anyone like this before. why do you prefer 13+?

My personal happy starting spot is 5th level. I'll run a campaign with 1st-5th right when an edition comes out, but otherwise I never bother.

For my group who have played multiple systems for multiple decades, that feels like playing the video game tutorial. You need to do it once, but only once. Those levels are really only useful to players new to a system or new to gaming who have not experienced a full "hero's journey".

I will note my session 0 is usually combat-heavy/plot-light at ~4th level so people can "test run" their characters as a group and do some fiddling before the "real" game starts.
 

5th to 10th also sounds about right to me. That's a spell level range of 3rd through 5th. 6th lvl and up is "high powered" in terms of escalation of effects. I would have a "Mythic" track at 17+ as that's 9th lvl spells.
 



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