
Blackwaltzomega |
6-12 is the sweet spot, for me.
Level 6, you're leaving Rusty Dagger Shanktown far behind and you're actually a team of competent professionals with strong abilities, able to face off against some more tough opponents and challenging encounters without getting slaughtered if anything goes wrong. Adventuring days are much longer, and builds are generally holding together a lot better than earlier levels, especially for late-activation classes like the Investigator. For the next six levels, you have a nice balance established between being strong and competent but generally not wielding world-warping power. You feel damn heroic the whole way, but you're also developing the whole way, as opposed to being a bunch of pissants nobody cares about at level 1 and 2 or already-great heroes going on to become somewhat greater in the high-level campaigns, although I won't criticize high-level too much because I haven't gotten much experience with it.

MrCharisma |

8.
4th level spells for primary casters, 3rd for 6/9 casters, 2nd for 4/9 casters.
3/4 BABs get their 2nd attack.
2 stat boosts.
Can also multi-class interestingly by then.
4 or 5 feats.
I agree with this. I also think this is high enough level that your character has become a "Character" rather than a class/race-hybrid. I feel for a lot of builds they take around 5 levels to fully realize their identity. Level 8~10 is high enough to have found themselves, but they still have some building to do. It's a good level.

gustavo iglesias |

SmiloDan wrote:I agree with this. I also think this is high enough level that your character has become a "Character" rather than a class/race-hybrid. I feel for a lot of builds they take around 5 levels to fully realize their identity. Level 8~10 is high enough to have found themselves, but they still have some building to do. It's a good level.8.
4th level spells for primary casters, 3rd for 6/9 casters, 2nd for 4/9 casters.
3/4 BABs get their 2nd attack.
2 stat boosts.
Can also multi-class interestingly by then.
4 or 5 feats.
My Goliath druid, for example, isn't even close to his character concept until he gets wildshape into a giant (or sort of a giant) at lvl 6.
Character concepts such as eldritch knight or dragon disciple can't even come into play until that level. So pretty much I agree with you there
SyrioForel |

With my experience as a player I have found that the deadliness of battle increases with every new level. At some point when characters are turning invisible only to come out with 100 damage in their pocket or when the enemy caster can kill or incapacitate a party member with a single save spell the stakes are much higher. In these types of games knowing that every character is incredibly dangerous leads to the amazing plans that people can think of and forces the players to be creative in how they will defeat the enemy. It makes diplomacy situations incredibly tense but still possible and really requires thoughtfulness in every action taken. Thats why I like high level games but, then again, people die really fast.

Lemkii Twins |

Between 8 and 11 depending on the character and the campaign.
Level 1 and 2 are kind of useless after a while. (I have started so many campaigns that it seems more to be an exercise in dancing softly) you don't really get in to your class until level 3 or 4. (Second feat and second level spells)
5 to 7 are fun since you can start seeing some of your character plans come to fruition. Also everyone can take a few hits and offer something to the combat.
After 12 is slowly becomes all or nothing. Everyone is now very powerful, but considering the amount of damage and Save or Die/Suck that can fly around, one bad roll can take you out completely, or end the encounter completely before the rest of the party gets to act.
In a good group everyone gets one combat a session to be the big hero. But sometimes it may be the same character doing the same trick for all the encounters.

Shadrayl of the Mountain |

8-15, though it depends largely on the play style of the group. If our group focused on efficient combat so that high-level play turned into rocket tag the way it probably should, then I'd probably enjoy high levels a lot less. But we don't do that, so I still have plenty of fun.