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You're kidding, right? Just a full party of lvl16 people in it is strong enough to change the course of an entire continent, a party of lvl20 are gods.
So the level-cap is really disappointing in contrast to the previous official titles from wizards of the coast AND BG2.
Dark Urge should be able to reach level 20, for obvious but spoilery reasons, but hey why not cap it at 12.
Also despite there being spells to move between planes and everything else in 3.5, NWN1, 2, and expansions, as well as BG2, icewinddale etc. all featured up to level 20, and even above awith epic level play.
BG1 didn't reach higher levels it's true, but BG2 and the expansion went to level 20+ with some epic level feats, and a handful of 10th level spells.
NWN1 and 2 did.
it's sad honestly, they already implemented 5e 'faithfully' for the most part so leveling up is boring...and you're on the archetype railroad from level 2-3 onward, but to top it off they cut out all the 'good' stuff from most archetypes.
So long story short, anything beyond level 12 gives people access to level 7 spells. And MANY of the level 7 spells break the game.
Reverse Gravity
Turn into a Dragon
Resurrection...like flat out
Conjure Celestial
Finger of Death
Plane Shift
Power Word Pain
Simulacrum
And it only gets worse from there. The options available to players becomes so ridiculous that it takes a flesh and blood DM to handle all of possibilities, and in reality most Campaigns also don't go above 12 for the same reason.
Players are too powerful. Fights that would need armies to kill you can kill with ease.
That might sound fun, but it isn't, and every level after this gets exponentially more powerful.
While 20th level isn't 100% guaranteed "godhood" you are essentially one of the most powerful beings in existence.
For example, the highest D&D game I ever played in was Decent Into Avernus which is designed to go to level 13.
Won't spoil, but by the end, our cleric was powerful enough that he remained behind in hell, and acted at the eternal "gate-keeper" for Avernus.... (Yeah it was a homebrew Dm choice to allow it, but he was easily powerful enough to make it a reality)
They are either planning to do an expansion at some point or act 3 is a bit of a mess and keeping things capped at 12 made it easier on them.
summon a whole freaking mansion with surroundings and with hundreds of servants that look however You like, wear whatever You like and You can make them work on whatever You want, since they can do everything a servant would do, which is cooking, sewing, cleaning, caring for guests.. etc.
That is just one spell out of a pretty sizable list that would alredy basically overhaul camping by a huge margin, I imagine.
Other problem is that early on devs decided to make lvl 10 campaign(raised to 12) and made the story to be balanced as such, which is illithids. Monsters of higher tier that exist in DnD are much, much stronger than main boss and by the time You would get to that level 14-16, not to mention lvl20, these encounters would be very easy.
This also makes making a DLC of similar quality to that of the game difficult, because it would be really anticlimactic to suddenly go after a mummy lord, lich or something after whole campaign focused on much less threathning enemies and finishing another big-bad-guy in a shorter time than some weak-ish brain-monsters. It is not impossible ofc, but what I mean is that they locked themselves from many, many options for expansions here.
Now, they could homebrew some ilithids that are stronger than demi-liches and adult dragons, but they want to keep to DnD as much as possible, I imagine.
also I see no official communication that even hints at a bg3 dlc. I don't know why that is the consensus Larian is adding more levels later, when they are probably going to move on from wizards of the coast for their own IPs.
The most iconic high level spells, for example, are too open ended to be able to program them. The most iconic spells being "Wish" and "Miracle" they can nearly do anything.
Sure they could program in pre-made selections but that defeats the purpose of those spells. Then there are spells that dramatically change the environment, again it's too open.
A real-life DM can just improv and roll with whatever a player might do, but in a game you need to program every possible thing a person might do. It's just impossible.
and to compound the problem with video games; even with future AI systems they would have to alter the code of the game itself, art assets, dialog, story-line paths etc... Future AI might be able to run a tabletop "theater of the mind" style game (you might have to look this type of game up) but anything more advanced even near future AI would struggle.
yet it is impossible for a studio.
literally just a lame excuse at this point.
Which ones? Because all of the interesting ones that aren't just bigger versions of lower level spells or big damage/healing numbers probably aren't happening.
tell me you dont know anything about DnD without telling me you don't know about DnD.
Astral Plane is the space that connects the Planes. To translate it into our world, it's the Space consisting of Black Matter.
And about the "we are literally fighting in the astral plane"... we are on 0.000000000000000000000000000000000000000000000000000000000000000001% of it, and even that is heavily sealed off.
Astral Plane is not similar to Avernus for example, which is just the FIRST layer of the Nine Hells.
Astral Plane is just a regular ass place compared to actual Planes...
Why did I brought up Avernus? A lvl13 (by "A" I mean a single person) character could single handedly hold off the forces of Avernus... the Demons of the first layer of HELL.
Try and translate that power into the game that plays on the Sword Coast... 1 spell from a lvl13 character would annihilate the entire continent.
But you want lvl20?
There is an abundance of changes that were made purely for the sake of supporting Larian's obsession with interactive surfaces (e.g.: Chromatic Orb) and forceful displacement (e.g.: Shove as a bonus action), and plenty of leftovers from Original Sin like the free item manipulation that can lead to some ridiculous scenarios no DM would accept.
That alone makes it clear that level 12 was NOT a result of 7th level spellcasting: They could have just changed how that works too.