D&D 5E Who's played 5e to high level? How was the variable progression rate in play?

S'mon

Legend
A distinctive feature of 5e D&D is that by design PCs advance fast 1-4, more slowly 5-10,
then fast again 11+. The drop in XP needed is very noticeable - only 15,000 to get from 11 to
12, when it takes 16,000 to go from 9 to 10 and 21,000 to go from 10 to 11.

Currently my group are levels 7-9, so in the slow-advancement zone, and I'm wondering
how it's going to play out when they get to 11+. For GMs & groups who have played at high level, how did it feel? How much quicker was the advancement in practice than at 5-10? Does it work out well in play?
 

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An interesting thread, and I'd love to hear opinions from DMs with experience. I've managed to get two groups up to level 6, but never beyond; my vague estimation of levels 11+ is that you're going to spend a lot of time tossing groups of devils, demons and giants at the players, as solo monsters don't really work. (I'm still getting used to how to handle things tougher than Orcs, but I've found already that level 6 players can take on multiple Ogres and a Frost Giant simultaneously. In fact, their reaction to the Ogres was quite funny: they started by near panicking when they arrived, but then after punching them a few times they sort of said, 'Huh, these guys are pretty easy now'.) Anyway, yeah, I'd love to hear what kinds of challenges you find suit players at that point: simply throwing down loads of Dragons seems rather underwhelming to me, from a story perspective!
 




Been playing for over 30 years and the highest I ever reached was 15 in 3.5.

Right now level 7 Arcane Trickster is the top level dawg in my PC folder. DM'd level 3s but nothing higher. Sry, can't help.
 


Our group has hit 14th level, and it's worked just fine. Mind you, I didn't really even register the change in progression, but looking at it now, I think it has helped. This campaign is pretty episodic in nature and has been building toward a climax. I've wanted the characters to level up faster in the high level range to keep the momentum going toward the larger climax. And the players have gradually gone from wandering off on various side hooks toward being focused on reaching the 'prize' as it were.

So, anyway, it has worked well, but that might be the nature of this particular campaign. On the other hand, it's also one of the simplest things to tweak if you want to have them linger in the low teens for awhile.

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I'll preface this by saying that I give a significant amount of xp to my players for role playing and exploration, as it makes zero sense to me that 100% of the xp should come from only one of the three pillars of the game, especially when it's not even the pillar that sets tabletop role playing games apart from most other game types.

I'm currently running two games.

My oldest games is a year old and has 3 PC's, although they had a flesh golem from about levels 5-7 and I divided their xp earnings by 4 instead of 3 during that time. We play once a week for about 4-5 hours on average, and have played about 80% of weeks during that year. We only have 1-2 random encounters per session.

The PC's are now level 12, and aside from going from 11-12, which I think took less than two full sessions, the leveling has felt pretty steady overall, with the party leveling up every 3-4 sessions. I think part of the reason for this is that the party can handle much higher CR amounts relative to their levels once they got into the +3 proficiency tier, and as a result were able to maintain their leveling pace even though the xp requirements went up dramatically. I remember one fight they had at level 10 was against a mummy lord (CR15) and about a dozen mummies, resulting in a CR roughly 3 times their level. This is a feat they just would not have been able to replicate at level 2.

My other campaign has been going 4 months, and we've only missed 2-3 sessions with 3 PC's. They are all either level 6 or nearly level 6, which is putting them at a level up about every 3 sessions (again, which plenty of extra role playing xp, as they are big on the role play).

I think one of the biggest effects on level progression is how the encounters in a given campaign are constructed. That half-dragon veteran might be roughly as tough a random encounter for your 5th level party as 20 goblins, but he is going to yield them far more xp.

To actually answer your question (just realized that most of the above stuff isn't really what you're looking for), my 12th level PC's feel *very* strong, and I throw really high level stuff at them to keep it challenging, so I imagine they are going to move very quickly toward level 20. Our last session had them easily crushing two CR10 critters with very few party resources used, resulting in nearly 4000xp for each of them, which as level 11 characters at the time meant that one easy random encounter got them over 1/4 of the way to 12.
 


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