|
Since
we have not yet developed the rules for the proposed "high-level
handbook," we want to provide you with basic rules that you
can use. These rules, while unofficial, are compatible with the
rules we intend eventually to publish. Of course, you can run 21st-level
play however you like. These rules represent our best guidelines.
Basic
Rule Concepts
1.
Improvement per level slows down. If you dont decrease
benefits per level, characters become hard to use. In 1973, D&D
was designed to work up to about 10th-level. The new edition takes
pains to make the game work more smoothly up to 20th level. Simply
extrapolating the classes past 20th level, however, can give you
problems.
2.
Levels past 20th scale infinitely. The 21+ rules dont
have a natural cap the way the Players Handbook rules
do.
3.
No level charts. Past 20th level, you dont look up your
abilities based on your character or class level. If we charted
features by level, we wouldnt be able to scale infinitely.
4.
Scale XP normally. As with levels 1 to 20, the number of extra
XP you need to go from one level to the next equals your current
level times 1,000 XP. (We wont however, be printing an XP
table for levels 21 to 10,000,000,000. Figure it out yourself.)
Level
Benefits
At each level
past 20th, you gain one benefit of your choice. The four basic
benefits are:
Increased
Ability Score: Add +1 to any ability score. Since this benefit
is available at every level, you no longer gain +1 to an ability
score automatically every four character levels.
Increased
Attacks: Add +1 to all attacks. This increase does not give
you additional iterative attacks (as increases to base attack
bonus do).
Increased
Spellcasting: You gain the ability to cast a spell one level
higher than your highest level spell (which might allow you a
bonus spell of that level, as well). You have to already be casting
spells that are the highest level for your class in order to take
this benefit. You fill these higher-level spell slots either with
metamagicked spells or simply with lower-level spells. Thus, a
21st-level wizard can have a 10th-level spell slot. (If she has
an Intelligence of 30 or higher, she gains a bonus 10th-level
spell, giving her two per day.) She can fill these slots with
spells of any level or with (for example) an empowered (+2), maximized
(+3), quickened (+4) magic missile. Such a spell deals
about 33 damage as a free action.
Increased
Class Features: Gain the skill points and class features one
level higher than your current effective class level. For example,
when an 11th-level wizard/9th-level fighter achieves 21st-level,
she can select "increased class features" as her benefit
for that level. With that benefit, she could gain the skill points
and improved spell progression of a 12th-level wizard. The "increased
class features," however, doesnt give you increased
saves, increased attack bonus, ability increases, or feats. Classes,
however, only go to 20th level, so you cant use this benefit
to increase your effective class level to 21 or higher. Note:
A single-classed character cant use this benefit. The "improved
class features" benefit allows a multiclassed character to
get class features all the way up to 20th level in each class.
Other
Level Benefits
The design
team isnt finalizing other benefits yet, but we intend that
the high-level handbook will include lots of other benefits. Other
benefits could include:
+1 to all
saves
+20
hit points
+10
skill points (spent as any class you have)
Gain
two feats (replacing the automatic one feat per three levels)
+1 DC
on all class features (including spell saves)
10 levels
of new spells known (great for sorcerers)
Create
or enhance an artifact or signature magic item
The high-level
handbook probably will also include powerful feats (including
new metamagic feats) to give high-level characters more options.
Treasure
The Dungeon
Masters Guide tells you the average value of an NPCs
gear by level. This chart scales up with level the same way past
20th.
|
Level
|
Gear
GP
|
|
20th
|
220,000
|
|
21st
|
290,000
|
|
22nd
|
370,000
|
|
23rd
|
480,000
|
|
24th
|
630,000
|
|
25th
|
820,000
|
|
26th
|
1,100,000
|
|
27th
|
1,400,000
|
|
28th
|
1,800,000
|
|
29th
|
2,300,000
|
|
30th
|
3,000,000
|
|
31st
|
3,900,000
|
|
32nd
|
5,100,000
|
|
33rd
|
6,700,000
|
|
34th
|
8,700,000
|
|
35th
|
11,000,000
|
High-level
characters tend to have fewer items, each of which is more powerful.
For example, a cloak of perfection could have the following
powers: +10 armor (force); +5 resistance, deflection, and natural
armor; +6 to each ability; SR 21; and damage reduction 5/+5. Its
value would be a mere 1,114,000 gp, about a tenth of what a 35th-level
NPC would have.
Very high-level
characters may also have resources other than gear. For example,
in the Forgotten Realms, the Simbul rules a kingdom. These
resources can have at least a nominal value to balance them against
other resources.
About
the Author
Jonathan
Tweet, a senior designer at Wizards of the Coast, led the 3rd
Edition D&D design team and authored the new Players
Handbook. Since 1986, he has freelanced, self-published, and
worked full time in the adventure game industry. His other design
credits include Ars Magica, Over the Edge, Everway, and
support material for AD&D, Magic: The Gathering,
Netrunner, RuneQuest, and Talislanta.
|