What is your favorite level?


Pathfinder First Edition General Discussion

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The next level I'm going to gain, because I'll gain cool new powers to show off :)


3rd level. Not too powerful; craft wondrous items, decent in a fight but still have lots of career ahead to develop a niche.


If I had to pick one level it would 6, most of the utility of the class is online and you feel like a paladin/ranger/cleric/whatever without having become an animated collection of magic items working to collect the next power which will give you an overwhelming combination attack.


I'd have to say all the levels. I can't narrow it down to just one.


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.


Level 138. That's the sweet spot. Anything else isn't worth playing.

Liberty's Edge

I personally enjoy the level where you get to fight the bbeg!


SmiloDan wrote:

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.


MrCharisma wrote:
SmiloDan wrote:

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.

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


I have more fun when characters get to at least level 10. At that point they can manage cool spells and abilities, and are strong enough not to have to worry so much about being killed by a single lucky critical.


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.


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.


Starfinder Charter Superscriber

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.

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