10 Reasons Level 20 in Baldur's Gate 3 Would Be Outrageously Fun
19.11.2023 - 13:12
/ screenrant.com
There are many reasons why sets a strict level cap at 12. There may not be much difference between 12 and 13, but in the upper levels of the Fifth Edition rules it's based on, things get a little out of hand. Starting around level 18, characters are able to cast all-powerful spells, and they begin to take on incredible class features that remove all restrictions on their abilities. It'd be a nightmare for game balance, to say the least, but some of the complex varieties of high-level spells would also be impossible to program into a video game.
Forget boss cheesing strategies, game-breaking exploits, and overpowered spells in . Accommodation for characters up to level 20 would make almost every combat encounter a joke. But with level 20 abilities in the party's arsenal, they'd also be a lot of fun. Here are 10 of the best high-level abilities that would make level 20 a devastating delight.
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At level 20, druids gain the class feature Archdruid. This removes the limit on their Wild Shape charges; while they could previously only take animal form twice per short rest, at level 20, they can do so as many times as they want. Between the ability-changing versatility of the coolest Wild Shape forms in and the bottomless pool of temporary HP, its utility is obvious. The feature Beast Spells allows druids to cast certain spells while transformed at level 18, and it's further at level 20 to include all spells. Therefore, level 20 druids never need to choose between their Wild Shape benefits or their spells.
Just as druids get endless charges of their main class feature at level 20, so do barbarians. Level 20 barbarians would be able to Rage as often as they wanted. The benefits of Rage vary by subclass, but would make any and all level 20 barbarians into unstoppable, multi-attacking powerhouses. There's some basis for high-level Wild Magic and Berserker class features in. Berserkers get a retaliative strike as a reaction, and Wild Magic barbarians gain more control over their surges. But it'd be interesting to see how develops the Wildheart subclass, which doesn't exist in the tabletop game, up to level 20.
Monks don't get as many charges of their main class feature as druids and barbarians, but at level 20, their Ki becomes near-infinite. Ki is effectively equivalent to a magically-inclined class' spell slots, in that monks can expend it to use a wide variety of offensive and defensive abilities. At level 20, they have a pool of 20 Ki points to start with, and can recharge it partially each time they roll Initiative — in essence, at the beginning of every battle. This ensures monks never run out of Ki when they need it