Actual 20th level doesn't work. It's not even coherent. Normally, when I make a class that goes up to 20th level, the 20th level capstone is just "You win D&D", because it doesn't fucking matter. We won't go there.Wrathzog wrote:Then help me out, what are the goal posts here? What mechanics do you absolutely need to have to be viable at level 20?
But along the way to 20th level, you do encounter quite a bit of stuff. As far as combat goes, it is indeed mostly "the enemies now have bigger numbers", which is because most of the combat advancement is essentially empty shuffling of palette swaps. 4e is of course even worse about this. However, there are a number of important changes in how combat functions even so:
- Monsters that are immune to swords and arrows because they are an uncountable number of bees or something and literally ignore anything that isn't an AoE.
- Monsters that are immune to swords and arrows because they are not solid.
- Monsters that are effectively or actually immune to swords and arrows unless they fulfill some arbitrary criteria like "being silver" or "being lawfully aligned".
- Monsters that are immune to swords and arrows because they are on another plane of existence.
- Monsters that are immune to swords and arrows because they are under water or ground.
- Monsters that are effectively immune to swords and arrows because they are only modestly slowed down by death (body jumpers, reforming vampires, and so on).
- Monsters that are immune to swords and arrows because you fight them in a completely different context like dream worlds or magic chess matches or psionic conflict.
And of course, the enemy is also attacking you, which means that your "numbers" had better include various defensive numbers lest you die outright. Remember that not only do you need to roll against harder saves, but that you need to make more saves and the consequences of failing them are worse. So much so that you're going to need some sort of recovery abilities, because iterative probability is a bitch and there is absolutely no way you're getting through a lot of high level encounters without being slain/blinded/petrified/cursed/whatever. But team monster also does all kinds of crap that doesn't even let you roll dice. Battlefields fill up with darkness, solid fog, brambles, stone, poison gas, lava, deadly cold, and even impenetrable force fields. You need to be able to bypass those obstacles somehow, and recall that some of them specifically and explicitly cannot be physically moved through.
And not to put too fine a point on it: this is just battles. Quest locations can also be:
- On the other side of the planet.
- Under the sea.
- Several miles up into the air.
- On the Moon.
- In another plane of existence.
- In an undisclosed location somewhere in a trackless wilderness that is hundreds of kilometers across.
- In an unmarked building among tens of thousands of others just like it.
- Completely on fire, without oxygen, or in some other way impossible to survive in for more than a few seconds.
And that's just to start. We haven't even gotten to the inane one-upsmanship of higher level play, where we have one of the preceding issues that is further exacerbated by the fact that it is arbitrarily "even more" and thus cannot be dealt with by the "normal" high level magic bullshit you need to deal with that sort of thing. Like the various death magic that not only kills you, it also requires that you get a higher level magic effect shaken over your corpse before you are allowed to undo death by the "normal" means of reviving the dead. D&D actually has a lot of that going on, which is why there's dispel magic, break enchantment, regeneration, and miracle that are all needed to overcome various curses of whatever sundry strengths they happen to be.
This one-upsmanship, while a big deal game mechanically, is not a terribly big deal conceptually. You get afflicted by curses, and you need to get rid of those curses, and only magic will do that. But if you describe it without game mechanics, dispel magic and break enchantment aren't really different. So when you're talking abstractly and without tying yourself down to a specific game system, the various tiers of counters don't really matter for purposes of the conceptual limits of a character. I can't really imagine a character who was conceptually capable of breaking a curse that was breakable with dispel magic but conceptually incapable of breaking a curse that needed at least break enchantment. And this is actually why I came down so hard on Virgil when he claimed that he had envisioned conceptual space for a "kill a dude" effect that was maximum level - because "kill a dude" is a first level effect and the higher tier versions of it aren't any more conceptually different than dispel magic and break enchantment.
-Username17