@Taril Thanks for responding duder. I alluded to appreciation of the story in my poll options of which I can definitely respect. Getting slightly upgraded gear is something to consider but not sure it makes up for the lack of progression, at least to me. Character buffs from level progression, even in a diminished capacity such as no more feats, skills or massively increasing level thresholds after lvl 12, at least rewards players for completing the quests. Unfortunately I cant use a calculator to get more health or do more damage. Perhaps I have a larger lesson to learn about enjoying the ride though.
You mentioned the 2 sides of level capping too early and too late, of which I agree!
I agreed with the omission of high level spells and limiting the single class level, as included by the current mod. With that restraint, it'd be nice if enemies had a modifier based on your level at the start of the encounter after level 12. Unless you think that'd get too complicated?
I've still got a lot to learn with the 5e's system so I didnt realize the disparity between wizard and monk in this case. The level 20 for both players and monsters would be ideal but I understand that wouldve taken a lot more work and they already spent 6 years on it. Maybe they just figured mods could be made after the fact to address this.
To me, its not so much as 'making numbers go up' as it is, getting more stats (even if diminished) to improve for future encounters. Going on quests, enjoying both the story and adventure while getting better.
Thanks! I had heard about mod.io but didnt know it was accessible from within the game. Will check out
And thats a good point about only having the last boss to use finished builds on.