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General Tabletop Discussion
*Dungeons & Dragons
Why is level 5-10 the "sweet spot" in D&D
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<blockquote data-quote="procproc" data-source="post: 6865569" data-attributes="member: 6791328"><p>I don't have my books to check, and since no one else has said anything, I'm probably wrong -- but I was pretty sure you got land and followers at 9th (name level.) And you still gained hp after that, but not hit dice; so you got a fixed number (1 for magic users, up to 3 or 4 for fighters) and no Con bonus.</p><p></p><p>re: the OP's question, it's a combination of factors, as others have mentioned. The first time I heard the "sweet spot" idea mentioned, it was in the context of 3.x, and one of the biggest issues there is that that's where the math works best. I don't think anyone else has mentioned it yet, but 6 is the first level you can normally qualify for a prestige class in 3.x, which is a huge defining feature for a lot of character concepts. 5e may have moved this down to 3rd level: several classes get a strong defining feature at 3rd level, which serves as a proxy for PrCs since they don't exist in 5e.</p><p></p><p>Others have touched on it here, but higher level magic fundamentally changes the way people should act, and makes players and DMs alike have to re-calibrate how the world works. The lower end of this is figuring out the implications of easy travel (overland flight and teleportation) and economy-affecting spells like Major Creation, and the higher end involves scrying and reality-altering magic. Often, these aren't things that are well-balanced at the design level: IIRC, at least one edition had the issue that there was basically no defense against an opponent that could scry on you, figure out when you were sleeping, and teleport an assassin to you. Once this level of magic starts showing up, it can become a chore to figure out how to maintain the game as a fantasy setting that feels intuitively like the way a world should work.</p><p></p><p>Lastly, there are practical and psychological constraints. Playing from 1 to 20 takes a lot of time, and people move and have real-world scheduling constraints that come up that often end games prematurely. For a lot of players and DMs, a big part of RPGs is the sense of mechanical advancement, so as you get closer to the level cap, it implies an end to the game that no one may really want. 10th level is probably an important psychological breakpoint because it implies, true or not, that you're halfway to the end of the game/campaign.</p></blockquote><p></p>
[QUOTE="procproc, post: 6865569, member: 6791328"] I don't have my books to check, and since no one else has said anything, I'm probably wrong -- but I was pretty sure you got land and followers at 9th (name level.) And you still gained hp after that, but not hit dice; so you got a fixed number (1 for magic users, up to 3 or 4 for fighters) and no Con bonus. re: the OP's question, it's a combination of factors, as others have mentioned. The first time I heard the "sweet spot" idea mentioned, it was in the context of 3.x, and one of the biggest issues there is that that's where the math works best. I don't think anyone else has mentioned it yet, but 6 is the first level you can normally qualify for a prestige class in 3.x, which is a huge defining feature for a lot of character concepts. 5e may have moved this down to 3rd level: several classes get a strong defining feature at 3rd level, which serves as a proxy for PrCs since they don't exist in 5e. Others have touched on it here, but higher level magic fundamentally changes the way people should act, and makes players and DMs alike have to re-calibrate how the world works. The lower end of this is figuring out the implications of easy travel (overland flight and teleportation) and economy-affecting spells like Major Creation, and the higher end involves scrying and reality-altering magic. Often, these aren't things that are well-balanced at the design level: IIRC, at least one edition had the issue that there was basically no defense against an opponent that could scry on you, figure out when you were sleeping, and teleport an assassin to you. Once this level of magic starts showing up, it can become a chore to figure out how to maintain the game as a fantasy setting that feels intuitively like the way a world should work. Lastly, there are practical and psychological constraints. Playing from 1 to 20 takes a lot of time, and people move and have real-world scheduling constraints that come up that often end games prematurely. For a lot of players and DMs, a big part of RPGs is the sense of mechanical advancement, so as you get closer to the level cap, it implies an end to the game that no one may really want. 10th level is probably an important psychological breakpoint because it implies, true or not, that you're halfway to the end of the game/campaign. [/QUOTE]
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Why is level 5-10 the "sweet spot" in D&D
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