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Out of the Abyss: 1-15
Golden Vault: 1-11
Dragon Lance: 1-11
Spelljammer: 5-8
Stormwreck isle: 1-3
Radiant Citadel: 1-13
Witchlight: 1-8
Candlekeep : 1-16
Mad Mage: 5-20
Basically, VERY FEW DnD stories/adventures actually go past 12, even fewer actually get to 20. BG3 is just another adventure module that goes to the 11-15 range, making it fairly standard in DnD.
D&D isn't meant to max levels. 14 is where I would say. Then later it becomes too hard to balance a cleric with power word: kill
Funnily, there are already mods for that. So go go go.
There are also mods to get class levels 13-20, and a mod that is trying to recreate the 5th to 9th spells (*insight roll* the really imaginatives ones won't be playable, only the boring ones, or the funny ones in a boring interpretation, like in BG2, because Larian is right).
And by the way, there is also a pretty accurate battle against a 9th-level spells wielder in the game, and she just wish you dead. And it's over. Amazing fun.
You also have already the support of the 9th-level adaptable utility spells in the character of Withers (pc conjuration, true resurrection, yada yada yada) for free.
I think it has to do with keeping the game challenging. There are some who want the God characters that cannot possibly die to anything in the game just like the ones who play Skyrim and turn on God mode so they never die.
Many people do not want that. The only thing that made me stop playing all the Diablo games including the new one was the fact that not far into the game you can find items and create a build that is basically unstoppable and you never have to worry about dying again. To me that was 100% boring. Diablo even put in torment levels where the mobs were supposed to be stronger and tougher but with the insane loot drops in those areas your character just became even more God like.
Some people cannot handle losing in a game and some want the challenge of if they screw up they die and have to go back and try another strategy. I do not think any game can cater to both players and remain a challenging game. I guarantee if you raise the level to 20 or 30 you will have people in act 1 and 2 farming everything they can to quickly hit that level cap then blow right through the game complaining how easy it was.
I actually prefer games like a lot of mmo's where the world is sectioned off by levels and you can return to those low levels and one shot every mob but you get no xp for it so your only option to level is to keep moving forward and fighting mobs that could possibly kill you instead of sitting in one area and farming xp over and over till you hit max level. I also think level scaling in games is a great feature because it keeps the world at your level so you never have those annoying areas that you run through and every mob is so low that you can kick them and kill them.
that sounds like you'll reach max level like 33% into the game orso.
or is there some other meaningful progression system that takes the place of leveling at this point?
IRL DND and computer game DND are very different.
i had this issue in witcher 3 too.
i feel like if i had just done the main story, exp curve would have been fine.
but because i explored a lot and did a lot of sidequest, i ended up with a game where every enemy was always many levels below me.
It would have been nice to know ahead of time that the class traits were so underwhelming.
This is a lie, I think if you do everything RIGHT and get all the EXp you can get to 14, there ISN'T enough EXP in the game to gte to 20 naturally, this is why the level 20 mod has a double exp rate because it says right in the disclaimer (you will never hit 20 if you run this mod with the exp how it is)
The Levelcurve mod we are speaking of is literally telling in its description that the -smoothed- curve is just short of level 20, and that the double one is twice that.