Originally Posted by WizardGnome
Originally Posted by Surge90sf
I am no DnD expert, but tell me, how does leveling past lvl 14 break the game because of too powerful spells? You go to lvl 30 in Nwn 2 and somehow Obsidian managed to not break the game so why cant Larian avoid breaking the game at lvl 14?

As others have pointed out, items already break the power curve at the end. My character build sucked because I had no idea how they changed multiclassing and level ups in 5e. My character could still straight run down everything with the items I stole from Raphael.

And then there are the Illithid powers.

Just seems like a lame excuse at this point.

It's not unfounded. It's long been considered the case that, in tabletop, DnD starts to fall apart at higher levels (in pretty much any edition really) in particular because of what spellcasters can do. This is because tabletop is so much more flexible and allows for so much creativity. In tabletop, Wish, working entirely as written and even arguably as intended, can essentially make you an immortal with a badass interdimensional palace and infinite money. And this is just the most notorious example. So if they were going for an entirely faithful implementation of high-level spells, it honestly could be a problem.

The thing is, this is a computer game, not tabletop, and the spells are always going to be more limited than what they are in tabletop. I mean, just look at what they did with divine intervention. They would obviously not be doing completely faithful implementations of the tabletop spells that allow for all the flexibility of a TT game.

The problem more than that is that their *current, own homebrew rules* get in the way of challenge. I mean, I am going to be blunt. Unless they radically nerf some of the tadpole powers and items you get at the end of the game, I have a hard time seeing how they can make combat for additional levels challenging in a way that does not rely on gimmicks.

"gimmick" is Larian's middle name.