D&D tracks your character’s progress using levels. Anyone who’s played an RPG is familiar with systems like this.

You defeat monsters and other challenges. Your character gains experience, learns new skills, gets new equipment, and becomes stronger. Nearly every game in existence focuses on this basic principle.

A gross overgeneralization is that “numbers go up.” RPGs have numbers describing actions under everything and as you level up, all your numbers go up.

The number of hits you can take goes up, your sword skill goes up, your speed goes up, your flower arranging ability goes up, EVERYTHING GOES UP!

But that “EVERYTHING” also includes the enemies you face.

So when you go from level 1 to level 2 you are now facing hobgoblins instead of goblins. Hogoblins are, of course, exactly like goblins except they have bigger numbers to match your bigger numbers.

Why? Well, because gripping conflicts drive the narrative of the game and because EVERYTHING GOES UP!

But if your numbers go up and the enemies numbers go up… what has really changed? Can you really say that your character is stronger than they were before if all the threats they face are still just as challenging?

Different RPG systems have different answers to this problem, but D&D answers the problem with what I and a few others have dubbed, “the tiers of play.”

There are four basic tiers of play in the 3.5 edition of D&D that I play, low, middle, high, and epic.

The low tier consists of levels 1-6. At the low tier your character is developing the skills and powers of normal heroes (check out this ancient ten year old blog post for a description of why level 5 is about the limit of a normal human’s power).

The low tier is popular because the fear of death is still quite real. One stray hit and everything could be over. The risk! The excitement! The danger to your imagined self!

People love the low tier so much that there’s even a variant of D&D called E6 that restricts play to that level.

The mid tier consists of levels 6-11. Something very important happens at level 6, one new tool that makes a HUGE difference in what a party of adventurers can face.

That one single thing is the spell, fireball.

Let’s give a little context to explain why fireball is so important.

D&D is a medieval fantasy roleplaying game. That means that everyone’s wearing armor, using magic, and swinging swords.

Guns haven’t been invented yet. Long range weapons are bows, slings, or thrown rocks. Spears are the weapon of choice for the average person.

The fireball spell is effectively an incendiary grenade.

You can imagine how something like that would revolutionize medieval warfare. Well, it does the exact same thing to D&D.

Low tier monsters still pose a minor threat to a party, that is until the party gets fireball.

Then, that group of a dozen low tier monsters can be roasted in an instant by a magical grenade thrown by a wizard PC.

fireball

Other significant abilities are unlocked at the mid tier. Teleportation magic becomes accessible, allowing the party to instantly pop from place to place without a care in the world.

Weightless bags that can hold a literal ton of treasure become common place, a trained swordmaster can kill four men in the space of as many seconds, players can jump the Grand Canyon and even fly!

All sorts of barriers begin breaking down in the mid tier because the normal constraints of reality don’t really apply. The gritty dangerous world of the low tier is left behind as the tall tales of the mid tier begin.

The high tier consists of levels 11-16. At this point, the PCs are some of, if not the MOST, important people in the world.

Power skyrockets to the point that entire cities must respect a PC or face the consequences.

At the mid tier, a clever party can outsmart and outwit a small army.

At the high tier, a single PC can overpower a small army all on their own.

Nations become defined by what high level entities are protecting them or controlling them. Kind of like superhero comics.

Captain America: Civil War is actually a fairly good example of this problem. Without oversight, what’s to really stop a team of superheroes from ruling the world?

captain-america-civil-war

The epic tier consists of levels 17 and beyond.

Technically epic levels begin in D&D at 21st level, but that’s an actual distinction in the games rules. The tier of play changes at 17th level, not 21st.

Why 17th level? Because that’s when the spells, wish and miracle are unlocked.

Wish and miracle do literally anything.

The invading army is approaching? I wish they were on the moon.

Our army was wiped out in a surprise attack? I pray for and receive the miracle that everyone is alive again.

There are some limitations on these spells, but the limitations aren’t really significant. You can pretty much dictate an effect and get what you want. And at 21st level this problem becomes even worse. The PCs essentially become gods.

Finding enemies to fight characters that are this strong is a challenge all its own and maybe I’ll write a blog post on that at a later date.

For now, I feel like I’ve covered the tiers of play with broadstrokes.

If you play D&D and have any thoughts on what I’ve set forth here, feel free to let me know in the comments below!

-GoCorral

4 responses to “D&D Tiers of Play”

  1. Tyler Avatar
    Tyler

    “You can pretty much dictate an effect and get what you want. And at 21st level this problem becomes even worse. The PCs essentially become gods.

    Finding enemies to fight characters that are this strong is a challenge all its own and maybe I’ll write a blog post on that at a later date.”

    Write it. Talk about some of the enemies our party has fought recently that held their own in a one-versus-party fight (Duke Jingo’s man, Davonisi, etc.)

    1. Mister Ed Avatar

      I’ll definitely do it! I usually do posts like this when I get writer’s block for the more creative posts like Characters of Cimmeria or Timeline of Cimmeria. Should happen again sometime and I’ll write that post.

  2. D&D: The Tiers of Play for DMs | GoCorral Avatar

    […] made a post about the different tiers of play in Dungeons and Dragons. I mentioned that as the PCs progress in power, so do the […]

  3. GoCorral 2025 Blog Analysis – GoCorral Avatar

    […] a big draw since that’s most of what my blog has been since 2017. The final standout is the D&D Tiers of Play article which discussed the level breaks for powerful spells in D&D 3.5. The same tiers exist […]

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen) Setting the Stage, Campaigns for D&D and Other RPGs

I interviewed Daniel, my cohost of the Tabletop Community Spotlight! Daniel created his own setting called Ithasen with an in-progress wuxia TTRPG system called Metanoia to go along with it. Ithasen has a spiritual force known as Ren that pervades the world. Ren is a magical manifestation of the user's, or Rennim's, will upon the universe. Rennim that cultivate their will grow stronger and capable of more amazing feats as the concentrate their power and force of personality.Within Ithasen there are seven lineages of people that decide what type of Ren they can use. Anamor use conversion Ren. Elkyr use flux Ren. Janim use elasticity Ren. Nyl use influence Ren. Okoi use recurrence Ren. Haqol use harmony Ren. Finally, Daruner use use coalescent ren. The two races lineages that drive unique politics in Ithasen are the Daruner and the Haqol.Daruner children absorb the Ren talents of both their parents, becoming a perfect blend of Daruner and another lineage parent. Through this mixing, a Daruner family could potentially include all other lineages within itself. This power has placed Daruner as the nobility of Ithasen.Haqol's power of harmony allows them to amplify the Ren powers of others. This puts Haqol in a vulnerable position as unscrupulous people will do anything to incorporate Haqol lineage into their bloodline. Haqol have experienced something akin to a genocide as their lineage has been consistently absorbed by other lineages and diluted over the centuries.There's a whole lot more than that so strap in!Daniel has a fully setup GitHub Wiki for information on Metanoia and Ithasen that you can explore.There's a Metanoid Discord server you can join to discuss the rules and setting with other fans.The occasional musing on TTRPGs can be found on Daniel's blog, Tabletop Discourse.GoCorral YouTube Channel for watching the Tabletop Community Spotlight.Vote in the CRIT Awards! Voting is open until August 23rd.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen)
  2. 85 – Medical Doctor D&D (Justin and Oops! All Healers!)
  3. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  4. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  5. 82 – Tarot Ghosts (George and Fears & Fortunes)