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Also, BG1 was capped at like 8.
Unknown at this point and somewhat unlikely, given their track record of narrative driven DLCs released. Really depends if WotC has something to say on that matter or how the story itself is going to end.
Clone and Control Weather are fun spells in tabletop, but I can't imagine them being implemented in a satisfactory manner in a video game.
Nah, not really. 5e DnD does a good job of making sure that each level-up grants a feature to each character, be it a class feature, a subclass feature, or a new level of spellcasting. DOS2's level-ups tend to be more incremental, except for the vendor updates at 4/9/16.
Would I be happy to see lv15? Yes.
I had BG3 on my wishlist since I knew the game would come, but when I heard the max level would be 10, I decided at least against EarlyAccess. Due the fact that multiclassing was already mentioned, while doable with Lv10, you just don't have the proper flexibility in my opinion.
Now, since there's talks about increasing said limit, I still wait for some official news which it would be.
Anything from 12-14 would be valid, 17+ seems unrealistic to me at the moment.
With the initial cap being 10, 15/16 seems unlikely, though I wouldn't be against it, especially since 16 would give us great groundwork for multiclassing.
Damn dude, are you regularly playing tier 3-4 campaigns? I'd hardly call level 10 inflexible in 5e terms.
So level 12 for a Wizard for example is going to net you a stat point and a lvl 6 spell slot. 14, however, gets you a class feature and a lvl 7 spell slot. That would be, in my eyes, the ideal break point to stop for a sequel with the intention of carrying the party over (hypothetically).
Considering DLC, we may be looking at lvl 12 for vanilla campaign, 12-14 for the DLC, 14-20 for the sequel.
P.S and yeah...the people wanting the high levels but not understanding how DnD works...the whole setting has to change because you are basically gods at the high levels - level 10 or 12 characters are pretty strong, fighting pretty tough enemies.
The multiclassing question is an interesting one. As I see no focus on it yet I could easily see them not caring too much for this iteration, then focussing big time on multiclasses for the sequel, perhaps. Optimising multiclassing and having that work for Larian....we dont know exactly what corners they have broken off the system yet...multiclassing may be completely different min/max wise