I prefer to divide the tiers into groups of four levels ( = proficiency bonus improvement), so as to finetune the feel of each tier.
• level zero: undeveloped potential, risk-taking (highschool).
• levels 1 to 4: Student (competent in basic skills but still training, college, rookie: guild apprentice, knightly page, jack).
• levels 5 to 8: Professional (expert skill set, the essence of D&D experience, seasoned, tough combatants: guild journeyer, knightly squire, mercenary).
• levels 9 to 12: Master (able to train others, chief, head important institution, head local government: guild master, knightly knight, military officer).
• levels 13 to 16: Sovereign (able to head entire nation, or prominent international institutions: guild grandmaster, knightly lord, chieftain, military general).
• levels 17 to 20: Legend (Wish, etcetera, powerful superheroes, internationally famous).
• levels 21: Immortal (attain immortality by various means, game changer, create new realities)
At the moment, I am particularly interested in the "Master tier", levels 9 to 12.
Flavorwise, this tier can feel like "Game of Thrones". Player characters become the heads prominent institutions. They build a palatial stronghold, found an influential college, evolve a local religious institution, lead a local guild, become a military officer, and so on. They attract non-player characters that are loyal to their institution, whether personal bodyguards, magical apprentices, religious adherents, guild workers (or ironically a guild of thieves as a mobster), a local military militia, and so on.
Flavorwise − the political intrigue and international affairs characterize what the "Master tier" (levels 9 to 12) in D&D should be about. When player character found their own institutions, the scope of the game shifts, and the context expands to deal with challenges from rival institutions.
Of course, player characters have probably dealt with some political intrigues and international affairs in the earlier tiers (levels 1 to 4 and 5 to 8). But now the player characters are the chess players and not the chess pieces.
• level zero: undeveloped potential, risk-taking (highschool).
• levels 1 to 4: Student (competent in basic skills but still training, college, rookie: guild apprentice, knightly page, jack).
• levels 5 to 8: Professional (expert skill set, the essence of D&D experience, seasoned, tough combatants: guild journeyer, knightly squire, mercenary).
• levels 9 to 12: Master (able to train others, chief, head important institution, head local government: guild master, knightly knight, military officer).
• levels 13 to 16: Sovereign (able to head entire nation, or prominent international institutions: guild grandmaster, knightly lord, chieftain, military general).
• levels 17 to 20: Legend (Wish, etcetera, powerful superheroes, internationally famous).
• levels 21: Immortal (attain immortality by various means, game changer, create new realities)
At the moment, I am particularly interested in the "Master tier", levels 9 to 12.
Flavorwise, this tier can feel like "Game of Thrones". Player characters become the heads prominent institutions. They build a palatial stronghold, found an influential college, evolve a local religious institution, lead a local guild, become a military officer, and so on. They attract non-player characters that are loyal to their institution, whether personal bodyguards, magical apprentices, religious adherents, guild workers (or ironically a guild of thieves as a mobster), a local military militia, and so on.
Flavorwise − the political intrigue and international affairs characterize what the "Master tier" (levels 9 to 12) in D&D should be about. When player character found their own institutions, the scope of the game shifts, and the context expands to deal with challenges from rival institutions.
Of course, player characters have probably dealt with some political intrigues and international affairs in the earlier tiers (levels 1 to 4 and 5 to 8). But now the player characters are the chess players and not the chess pieces.
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