Does the xp table of druid from 14 to 15 make any sense?
Arthas
Member Posts: 1,091
I read that the huge amount of xp you're required is due to the fact that you are supposed to be the only archdruid in the whole earth. So I was wondering, should I install mods that rework the xp table?
I also read that after you level up, you get from 28 to 42 spells. So... any suggestion is welcome.
I also read that after you level up, you get from 28 to 42 spells. So... any suggestion is welcome.
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It made my bards able to cast lev 7 spells and my mages have more spells. But my druids after having to wait a lot to get level 15 from it they gained the spells slowly, without that big step from 1 to all the lev 7 at once.
At the beginning was a little annoying, more with dual like Jaheira, but it was fun.
A druid is anyway not the most powerful class, but is fun to play it and has his own role, whatever choice, from having him get the spells earlier togetting them later the vanilla is fine, if it suit your style.
If not soloing the game will not become broken and too easy or incredibly hard only for that.
The origin of the gap was that, in PnP, druids weren't supposed to be able to reach level 15 as adventurers; they'd have to become the leader of a druid grove in order to progress any further. Still seems silly, but the choice wasn't completely arbitrary.
Bards are suppose to get 7th power spells at level 21 and 8th power at 29.
Say hello to the unnerfed bard spell tables from Tweaks.
https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#bard
We are aware of it; if only it were correct
PHB (1989) "Rising through the accumulation of experience points to the 20th level or higher." ('Level,' pg14)
That's only for humans, right? Don't demiraces have level caps in 2e, aside from half elf bards?
Yep (from 2E revised DMG)
So mod away if you'd like.
The tables i was using was probably the same if the linked ones, even if my mod probably was ease of use and not tweak antology
Correct, although exceptional ability scores permitted exceeding the cap followed by optional rules for further slow advancement (double, triple, quadruple, etc required XP).
If you had more than one prime requisite the lower of the two numbers was used to determine if you could level up any higher.