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Why is level 5-10 the "sweet spot" in D&D
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<blockquote data-quote="Gadget" data-source="post: 6865841" data-attributes="member: 23716"><p>While there are some notable exceptions, Higher level spells seem to have been toned down in this edition (caveat: I have not played into the high levels in 5e). While tossing out a <em>Meteor Swarm</em> or <em>Wish</em>, and especially the newly uber <em>Foresight</em> is impressive, they don't seem to be as dominant as past editions. There are still powerful abilities that come about at higher levels (<em>Teleport</em> is now a 7th level spell, no doubt in response to previous Edition's <em>scry and fry</em> technique), but also seems to be a lot of "more of the same" spells that merely add to the damage dice or number of targets. Look at <em>Moderkien's sword</em>, now look at <em>Spiritual Weapon</em>; now back to <em>Moderkien's Sword</em>; Which one is the 7th level spell and which is the 2nd level spell again? Summoning has been curtailed quite a bit, along with the fact that spell casters have to deal with concentration and only one slot of 6th through 9th level spells limits options. </p><p></p><p>However, you can get some sweet riders with just cantrips. <em>Chill Touch</em> prevents healing & regeneration for a round. <em>Shocking Grasp</em> eliminates reactions from the target. While that is okay, it leaves little room for higher level spells in the respective schools to go, other than moar damage. Not even very high level necromancy spells prevent healing for a round, IIRC, though of course specific spells may have other nasty side effects. I can't think of any other spells at the moment that prevent reactions other than those the incapacitate outright. So I think that, with scaling attack cantrips in hand, enough 1-5th level slots, and a few 6-9th level slots for a big boom, spell casters eventually get to the point that they have enough going on to handle most encounters, despite limited high level access. Also, many (though certainly not all) high level campaigns tend to be EPIC PLOT driven, with big showdowns the emphasis, rather than grinding out 6-8 encounters a day. This could be a factor as well.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6865841, member: 23716"] While there are some notable exceptions, Higher level spells seem to have been toned down in this edition (caveat: I have not played into the high levels in 5e). While tossing out a [I]Meteor Swarm[/I] or [I]Wish[/I], and especially the newly uber [I]Foresight[/I] is impressive, they don't seem to be as dominant as past editions. There are still powerful abilities that come about at higher levels ([I]Teleport[/I] is now a 7th level spell, no doubt in response to previous Edition's [I]scry and fry[/I] technique), but also seems to be a lot of "more of the same" spells that merely add to the damage dice or number of targets. Look at [I]Moderkien's sword[/I], now look at [I]Spiritual Weapon[/I]; now back to [I]Moderkien's Sword[/I]; Which one is the 7th level spell and which is the 2nd level spell again? Summoning has been curtailed quite a bit, along with the fact that spell casters have to deal with concentration and only one slot of 6th through 9th level spells limits options. However, you can get some sweet riders with just cantrips. [I]Chill Touch[/I] prevents healing & regeneration for a round. [I]Shocking Grasp[/I] eliminates reactions from the target. While that is okay, it leaves little room for higher level spells in the respective schools to go, other than moar damage. Not even very high level necromancy spells prevent healing for a round, IIRC, though of course specific spells may have other nasty side effects. I can't think of any other spells at the moment that prevent reactions other than those the incapacitate outright. So I think that, with scaling attack cantrips in hand, enough 1-5th level slots, and a few 6-9th level slots for a big boom, spell casters eventually get to the point that they have enough going on to handle most encounters, despite limited high level access. Also, many (though certainly not all) high level campaigns tend to be EPIC PLOT driven, with big showdowns the emphasis, rather than grinding out 6-8 encounters a day. This could be a factor as well. [/QUOTE]
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Why is level 5-10 the "sweet spot" in D&D
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