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Why stop at Level 20?
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<blockquote data-quote="TallIan" data-source="post: 7156526" data-attributes="member: 6853819"><p>All of the above.</p><p></p><p>The maths, especially with the desire for bounded accuracy, becomes harder to control. 3.x was bad for this in that later levels had so many pluses to the roll that you basically rolled the die to see if you crit of fumbled the roll. +5 ability score bonus +6 proficiency bonus is already 55% of the range of the die. Throw in magic weapons (another +3) and expertise (+6) and you can see why any more pluses destroys the idea.</p><p></p><p>As much as I would like a high level game, they are VERY hard to come by. Almost every group I have ever played with wants to start at low levels and develop their character, rather than start out the box with a god like hero, and they've never lasted long enough to run from 1 to 20 or even ~3 to 20 if you start slightly higher to avoid 1 hit kill problems.</p><p></p><p>I like to think that it's lessons learned from all previous editions.</p><p></p><p>I think caster spell progression is made to fit a level 20 cap as much as the other way round, character balance issues come into play here, but if you went higher, you could either stretch the same progression over more levels or have more spells, ie 4 slots for level 2, 3, 4 and 5; 3 or even 4 slots for level 6 and 7; etc. but all that is dependant on what non casters get past level 20.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7156526, member: 6853819"] All of the above. The maths, especially with the desire for bounded accuracy, becomes harder to control. 3.x was bad for this in that later levels had so many pluses to the roll that you basically rolled the die to see if you crit of fumbled the roll. +5 ability score bonus +6 proficiency bonus is already 55% of the range of the die. Throw in magic weapons (another +3) and expertise (+6) and you can see why any more pluses destroys the idea. As much as I would like a high level game, they are VERY hard to come by. Almost every group I have ever played with wants to start at low levels and develop their character, rather than start out the box with a god like hero, and they've never lasted long enough to run from 1 to 20 or even ~3 to 20 if you start slightly higher to avoid 1 hit kill problems. I like to think that it's lessons learned from all previous editions. I think caster spell progression is made to fit a level 20 cap as much as the other way round, character balance issues come into play here, but if you went higher, you could either stretch the same progression over more levels or have more spells, ie 4 slots for level 2, 3, 4 and 5; 3 or even 4 slots for level 6 and 7; etc. but all that is dependant on what non casters get past level 20. [/QUOTE]
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Why stop at Level 20?
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