XP cap.
If it didn't take 6 months for the average player to reach 14ish and well over a year to hit 20, all this without enchanting, I probably would encourage people to just bite the bullet and grind for a couple weeks tops if they want to sustain the flood of alpha wolves around Vallaki. I wouldn't be complaining if ambient threats around Vallaki became even more dangerous, and the mist spawns I think are great for example, several of them being awesome new creatures, but actually encourage high levels to stick around more since some of them actually return XP, and low and mid levels can easily be caught out by them. It's always a double edged sword when trying to entertain two distinct level categories, the powerful and the powerless.
But if the average character's level was above 15, I think Vallaki would lose a lot of its charm, even if certain systemic things remained in place.
Many have mentioned the need for the setting to react more to high levels who do not play respectfully of Vallaki. I can't think of any mechanics that would really deliver, there aren't any monster abilities that target stronger, higher level characters. It is all up to DMs and MPCs who are terribly outnumbered. I think it would be ideal if they could handle it all by themselves, but they also have a lower level audience to entertain.
No
No
No
No
No
UNLESS
They also return the XP gain rate for dungeons too.
In that case make it level 12 😆😆😆
(Seriously - levels are a game mechanic I wish sometimes was just gone and we'd be all stuck at level 2).
Imagine how interesting that would be.
😊
I'm with you there, it would really be something else to see progression and character building that is not linear, instead coming with risk and sacrifice (besides dying if you make a mistake). But, D&D isn't really about that, so I'm just trying to work within the confines of the system we have