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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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<blockquote data-quote="Jeff Carlsen" data-source="post: 8064453" data-attributes="member: 61749"><p>I think answering this question effectively requires defining what high level D&D is supposed to look like, something I don't think has ever been done effectively. Each group is left to kind of define it for themselves, but the one thing that's consistant is that none of it's mundane. Whether that's reality warping spells, planar travel, or even the enemies the party faces, it's different. Characters affect the world, or even several worlds, through their actions.</p><p></p><p>I suggest that levels 11-20 shouldn't be assumed. The game should support playing the same characters indefinitely within the same playstyle of the first 10 levels. Cap all the classes at level 10, much like the current 5e is capped at 20. Provide a way for characters to expand without significantly scaling in power. More options, as opposed to more power. Add strongholds and retainers, but keep it to the mundane. Spells never go past 5th or 6th level.</p><p></p><p>Then build high level play as its own thing with its own classes. Make it optional. Allow it to be decidedly superhuman. PCs are demigods, archmages, mystic warriors, avatars to their god, etc. Basically, make levels 11 and up epic level play, which I consider to be more fitting to the power level of 7th through 9th level spells.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 8064453, member: 61749"] I think answering this question effectively requires defining what high level D&D is supposed to look like, something I don't think has ever been done effectively. Each group is left to kind of define it for themselves, but the one thing that's consistant is that none of it's mundane. Whether that's reality warping spells, planar travel, or even the enemies the party faces, it's different. Characters affect the world, or even several worlds, through their actions. I suggest that levels 11-20 shouldn't be assumed. The game should support playing the same characters indefinitely within the same playstyle of the first 10 levels. Cap all the classes at level 10, much like the current 5e is capped at 20. Provide a way for characters to expand without significantly scaling in power. More options, as opposed to more power. Add strongholds and retainers, but keep it to the mundane. Spells never go past 5th or 6th level. Then build high level play as its own thing with its own classes. Make it optional. Allow it to be decidedly superhuman. PCs are demigods, archmages, mystic warriors, avatars to their god, etc. Basically, make levels 11 and up epic level play, which I consider to be more fitting to the power level of 7th through 9th level spells. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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