![]() For Wizard, for example, you gain access to 7th level spells at Level 13. Separate from that, most classes gain a set of abilities unique to their class. So, every 4 levels, you get to either boost one score by +2, two scores by +1, or pick a feat. At levels divisible by 4, you get attribute increases or you can pick a feat. This is true for all classes (although there's variation across classes for when certain kinds of improvements happen). In 5e D&D, as you level up, you gain additional abilities at specific points. For experienced players and players looking for a challenge, there will always be higher difficulty settings once the game is released, I'm sure of that. I wouldn't mind either a lvl 12 or lvl 20 cap.īut artificially increasing mob difficulty (or inserting a monster with an inappropriate CR) but preserving a set xp cap would block a lot of casual players from finishing the content. ![]() My point (that got derailed by that poster above with the childish insults) was that whatever level cap they pick for the finished game, it should allow players to play at the cap for long enough to feel powerful but short enough not to become boring or frustrating. Now, equipped with metaknowledge (and 5 patches & half a dozen balance fixes later), it will all go even smoother but the point I was trying to make wasn't that we should get high levels to overpower every encounter. ![]() I don't count those as fun and neither were they satisfying, even though I won. On my first, blind run I used gimmicks to kill the witch, I spent over an hour redoing the minotaur fight so no one died and just as long trying to survive the duergar boat fight. That's 1 out of 6 players (me) who would stick to it, mostly because I'm a huge fan of the series. Because turn-based is very time punishing for mistakes, my husband, who otherwise has patience for Dark Souls, will quit. Sure, I, as a genre veteran will finish it even if you cap my lvl and give me limited resources but my casual friends will quit. I don't want to offend you but it's a very elitist pov that doesn't take into account the part of the playerbase who just want to experience the content. More spells & abilities usually means more complexity or opens up different party setups that could have been unplayable at low levels - especially for multiplayer. I wonder how adding more options to your arsenal and learning how to use and integrate those in your playstyle translates to 'lazy' in your mind. That is why so many people have been asking for a higher cap for EA, why there are mods to remove the cap, etc. That's your opinion & not one generally shared by the players, even on this sub.
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