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Why is level 5-10 the "sweet spot" in D&D
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<blockquote data-quote="Neonchameleon" data-source="post: 6864964" data-attributes="member: 87792"><p>Because those are the levels Gygax and Arneson intended play with something approaching the modern playstyle.</p><p></p><p>In oD&D when you are low level most of the game is about NPC management. Can you and your team of armed and dangerous schlubs raid and rob the dungeon. The wizard has one spell at level 1 - and the fighter falls easily. Instead you bring a collection of fighters and as many war dogs as you can to do your fighting. The level 1 five PC party <em>was never intended to work</em> in oD&D - you instead went in mob handed and your most important stat was Charisma because it controlled how many hirelings you could bring with you.</p><p></p><p>At level 5 the wizard had fireball level spells. The fighter was on the verge of the next attack - and had enough magic items to put them on a whole different level to the hirelings you had with you. Meanwhile the 0th level hirelings were by this point chaff that monsters would one-hit without breaking a sweat and would be foolish to enter dungeons which 5th level PCs would find challenging. Which meant that from level 5 to level 9 the intended mode of the game was adventuring as a small team of PCs - strong enough that the wizard didn't just die to a stray blow, and against opposition hirelings couldn't handle. </p><p></p><p>Level 10 was the soft-cap. Almost all classes (let's not talk about the 1e Monk) gained land and followers. And stopped gaining hit points (seriously, go back to your AD&D books and check). The game after that point was intended to be domain management and the highest level PC in Greyhawk was Sir Robilar at IIRC level 13. PCs did sometimes go adventuring - but it was intended to be a change from the normal course of play.</p><p></p><p>2e largely removed the hirelings from prominance in 1e meaning that post-2e you were intended to play levels 1-4 in the same way as levels 5-9 <em>despite them having been playtested for a very different game</em>. </p><p></p><p>3e then removed the endgame. Unlike AD&D 3e decides, without thinking about it. to remove the level soft-cap and assumes you can keep playing levels 10 to the utterly un-playtested level 20 in exactly the same way you were intended to play levels 5-9. It did, however, improve the 1-4 experience at the cost of lowering the end of the sweet spot for this style of play (there's a reason E6 was a popular version).</p><p></p><p>5e at least thought about levels 10-20 and tapered off the way casters gained power. It has a better 1-4 experience than 3.X or especially 2e - and a better 11-20 experience than 3e. But this doesn't change the underlying fact that there were meant to be three related games cross-fading into each other and by 3.0 it was reduced to one single game. And mysteriously the sweet spot of 5e is exactly where oD&D and 1e intended you to play that game and not one of the other two that were a part of D&D. Funny, that.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6864964, member: 87792"] Because those are the levels Gygax and Arneson intended play with something approaching the modern playstyle. In oD&D when you are low level most of the game is about NPC management. Can you and your team of armed and dangerous schlubs raid and rob the dungeon. The wizard has one spell at level 1 - and the fighter falls easily. Instead you bring a collection of fighters and as many war dogs as you can to do your fighting. The level 1 five PC party [I]was never intended to work[/I] in oD&D - you instead went in mob handed and your most important stat was Charisma because it controlled how many hirelings you could bring with you. At level 5 the wizard had fireball level spells. The fighter was on the verge of the next attack - and had enough magic items to put them on a whole different level to the hirelings you had with you. Meanwhile the 0th level hirelings were by this point chaff that monsters would one-hit without breaking a sweat and would be foolish to enter dungeons which 5th level PCs would find challenging. Which meant that from level 5 to level 9 the intended mode of the game was adventuring as a small team of PCs - strong enough that the wizard didn't just die to a stray blow, and against opposition hirelings couldn't handle. Level 10 was the soft-cap. Almost all classes (let's not talk about the 1e Monk) gained land and followers. And stopped gaining hit points (seriously, go back to your AD&D books and check). The game after that point was intended to be domain management and the highest level PC in Greyhawk was Sir Robilar at IIRC level 13. PCs did sometimes go adventuring - but it was intended to be a change from the normal course of play. 2e largely removed the hirelings from prominance in 1e meaning that post-2e you were intended to play levels 1-4 in the same way as levels 5-9 [I]despite them having been playtested for a very different game[/I]. 3e then removed the endgame. Unlike AD&D 3e decides, without thinking about it. to remove the level soft-cap and assumes you can keep playing levels 10 to the utterly un-playtested level 20 in exactly the same way you were intended to play levels 5-9. It did, however, improve the 1-4 experience at the cost of lowering the end of the sweet spot for this style of play (there's a reason E6 was a popular version). 5e at least thought about levels 10-20 and tapered off the way casters gained power. It has a better 1-4 experience than 3.X or especially 2e - and a better 11-20 experience than 3e. But this doesn't change the underlying fact that there were meant to be three related games cross-fading into each other and by 3.0 it was reduced to one single game. And mysteriously the sweet spot of 5e is exactly where oD&D and 1e intended you to play that game and not one of the other two that were a part of D&D. Funny, that. [/QUOTE]
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