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Community
General Tabletop Discussion
*Dungeons & Dragons
Will we get 5 tiers of game in 5.5 insted of current 4?
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<blockquote data-quote="squibbles" data-source="post: 8702661" data-attributes="member: 6937590"><p>I'm a bit late in replying to these posts, but this is a part of 5e's design that's really interesting to me.</p><p></p><p>The convention that everybody gets power spikes at the change of tier levels--5th, 11th, and 17th--felt really elegant to me since I read about it in a blog back at the beginning of 5e's life cycle (can't for the life of me remember where, sadly). For 5th level it works great; fly, fireball, spirit guardians, and conjure animals are huge, and they pair excellently with all the fight-y classes getting extra attack. For 17th level it works about as well as everything else at high levels (barbarians get an extra damage die on crits and a 6th rage. What?!?)--but it clearly makes sense for 17th level to be the last cut point.</p><p></p><p>11th level is weird, though. Most fight-y types get a solid power spike, with some ranger and monk subclasses being a bit iffy. And, as [USER=19857]@Jer[/USER] points out, lots of class features, like sorcerer's font of magic or warlock's pact slots, cut off at 5th level spells, suggesting that 6th level spells are supposed to be a major step up for 11th level PCs. But... as [USER=6801299]@Horwath[/USER] points out, they kinda aren't. 5th level spells aren't crazy strong--excepting a handful, like wall of force and animate objects--and 6th level spells aren't crazy strong either. As a result, the 11th level power spike is not terribly coherent.</p><p></p><p>I wouldn't be opposed to the tier jump being at 9th level for 5th level spells, or 13th level for 7th level spells, but that would also take a lot of changes elsewhere to be an improvement.</p><p></p><p>I'm thinking I may create a spinoff thread about how 11th level PC tier could be improved.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8702661, member: 6937590"] I'm a bit late in replying to these posts, but this is a part of 5e's design that's really interesting to me. The convention that everybody gets power spikes at the change of tier levels--5th, 11th, and 17th--felt really elegant to me since I read about it in a blog back at the beginning of 5e's life cycle (can't for the life of me remember where, sadly). For 5th level it works great; fly, fireball, spirit guardians, and conjure animals are huge, and they pair excellently with all the fight-y classes getting extra attack. For 17th level it works about as well as everything else at high levels (barbarians get an extra damage die on crits and a 6th rage. What?!?)--but it clearly makes sense for 17th level to be the last cut point. 11th level is weird, though. Most fight-y types get a solid power spike, with some ranger and monk subclasses being a bit iffy. And, as [USER=19857]@Jer[/USER] points out, lots of class features, like sorcerer's font of magic or warlock's pact slots, cut off at 5th level spells, suggesting that 6th level spells are supposed to be a major step up for 11th level PCs. But... as [USER=6801299]@Horwath[/USER] points out, they kinda aren't. 5th level spells aren't crazy strong--excepting a handful, like wall of force and animate objects--and 6th level spells aren't crazy strong either. As a result, the 11th level power spike is not terribly coherent. I wouldn't be opposed to the tier jump being at 9th level for 5th level spells, or 13th level for 7th level spells, but that would also take a lot of changes elsewhere to be an improvement. I'm thinking I may create a spinoff thread about how 11th level PC tier could be improved. [/QUOTE]
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Will we get 5 tiers of game in 5.5 insted of current 4?
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