For the many fans who have completed the game’s level cap is often a controversial element, but there is a simple way developer Larian Studios could increase the maximum level without significant changes to the game simply by leveraging the rules of 5e. The video game caps characters at level 12, while actual 5e extends to level 20. Players who stick mostly with the main questline may finish the game around level nine or 10, but many players hit the level cap early into the game’s third act. New equipment can still increase characters’ power, but gaining experience points is no longer relevant.
The tabletop 5e rules are far simpler than many prior editions, but surveys from Wizards of the Coast still show most groups stay within the first 10 levels of play. This is largely unnecessary, as a skilled DM can ensure godlike high-level characters stay grounded in the world and present them with appropriate challenges. The spells available to high level, single-classed spellcasters are not particularly overpowered or complex, relative to some earlier editions of the game. Rather, the real problem with such spells is their ambiguity. While low-level magic tends to feature clear rules, many high-level spells use broad language, leaving their interpretation up to DM judgment.
Last year, Larian specifically addressed why it chose ’s twelfth-level cap, and why it is not working on a DLC expansion at present. In an interview with, Larian’s founder noted the rationale for the 12 limit, providing some reasons that were valid, and others that were dubious. Concerns about the types of challenges that are appropriate for high level characters are certainly understandable. Viewing the difference between the original and its epic expansion highlights this clearly. Larian's concerns about implementing high level spells and class abilities are less justified, however, since 5e already provides a solution.
Like many of its elements, does not handle multiclassing according to the rules of
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