Yora
Legend
D&D was not always a game with character levels going from 1st to 20th level. The original game only covered the first ten levels or so, and oldtimers from back in the day tell stories of characters retiring as rulers of their own domains rarely advancing much beyond that. In BECMI, characters other than humans can't go above 12th level, and in AD&D most characters other than humans and/or thieves cap out at 12th or 16th level.
I believe the codification that all characters go up to 20th level started with 3rd edition, because the game engine was called the d20 system and there's an opportunity to have another 20 show up.
But from everything I've heard in the two decades that I've been playing D&D, people playing above 15th level almost never seems to happen. Published modules and adventures also barely ever covered levels above that. Pathfinder Adventure Paths usually go from 1st to 15th level, and even the original Dragonlance series went only up to about 14th level, I've been told. In the days of 3rd edition, there was a lot of complaining from people digging deep into the math that things just start to break down completely once you go past those levels.
One problem seems to be that by 15th level, a group of 4 to 6 well prepared characters can take on a single one of the traditional top dog monsters. You can of course face off against groups of high power enemies after that, but that really stretches the narrative consistency of the game world. The best thing I've heard about high level play is "the same as always, but with bigger numbers".
Of course, the lure of 9th level spells has always been tempting. But given the overwhelming anecdotal evidence, is it really worth to still keep putting high level content in the regular Player's Handbook? If there really might be a market for material at higher levels, there's the option for a kind of Epic Level Handbook that covers level 15 to 25. (Remember the Epic Level Handbook? Yeah, I remember how people fawned over it when it came out, and then nobody ever using any of it.)
I think the PHB would actually become a better book if it goes only up to 15th level and doesn't bother 8th and 9th level spells. Not only does it become more compact and makes learning the game easier, it also creates more realistic expectations for players.
I believe the codification that all characters go up to 20th level started with 3rd edition, because the game engine was called the d20 system and there's an opportunity to have another 20 show up.
But from everything I've heard in the two decades that I've been playing D&D, people playing above 15th level almost never seems to happen. Published modules and adventures also barely ever covered levels above that. Pathfinder Adventure Paths usually go from 1st to 15th level, and even the original Dragonlance series went only up to about 14th level, I've been told. In the days of 3rd edition, there was a lot of complaining from people digging deep into the math that things just start to break down completely once you go past those levels.
One problem seems to be that by 15th level, a group of 4 to 6 well prepared characters can take on a single one of the traditional top dog monsters. You can of course face off against groups of high power enemies after that, but that really stretches the narrative consistency of the game world. The best thing I've heard about high level play is "the same as always, but with bigger numbers".
Of course, the lure of 9th level spells has always been tempting. But given the overwhelming anecdotal evidence, is it really worth to still keep putting high level content in the regular Player's Handbook? If there really might be a market for material at higher levels, there's the option for a kind of Epic Level Handbook that covers level 15 to 25. (Remember the Epic Level Handbook? Yeah, I remember how people fawned over it when it came out, and then nobody ever using any of it.)
I think the PHB would actually become a better book if it goes only up to 15th level and doesn't bother 8th and 9th level spells. Not only does it become more compact and makes learning the game easier, it also creates more realistic expectations for players.