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When do adventurers retire?
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Wondering when non-PC adventurer's retire in your setting tg, assuming adventuring is not unique to your PC's

Around what levels do they normally stop? Why this Level/level range? Is it generally around low or mid or high levels? How uncommon is it for adventurers to rise above this level?

Again this is about NPC people with adventuring class levels in your setting not the PC's
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>>47794632
Veterans are listed as CR3 in 5e, so that's about level 5.
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>>47794632
Probably about level 5. By that time most either hit a big enough score that allows them to buy their way into a more respectable job and settle down, have a close enough brush with death that it scares them into giving it up, or die. The ones who carry on are the ones with a genuine calling, or such a deep-rooted sense of wanderlust that they won't ever be satisfied living in one place.
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>>47794632
I'd give them a back story involving a critical hit that cost a limb or eye or some such. Maybe have an ex-PC show up having suffered a grievous wound. Adjust level accordingly.
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>>47794691
How original.
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>Only in death does duty end
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>>47794721

who care about original? not most people
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>>47794632
They don't retire they're dead by then
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>>47794632
If and when they take an arrow to the knee.

Other than that death.
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>>47794681
This. Level 5-7 is the average retired adventurer.
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>when do hobos retire
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>>47794721
You're right, it is.
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>>47797766
But they're married to their work, anon!
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>>47794632
>Around what levels do they normally stop?
Two or three. A level 5-6 retired adventurer is a major hero.

>Why this Level/level range?
Because being powerful enough to count for a PC class is in itself an achievement. A level one fighter in full armour can fight three or four men on equal footing. A level one magic user does not rely on scrolls and wands anymore. A level one cleric regularly has their prayers answered.

This is also about as high as people go without taking life-threatening risks on a daily basis for months or years on end.

Combined with the fact that one crawl's worth of loot is enough to buy a business, fund a temple, or pay one's way into a magical academy, there's little to no reason to continue.

>How uncommon is it for adventurers to rise above this level?
Very. It requires surviving years of constant danger, after all, and the conviction, greed, or wanderlust to keep seeking this danger out.

As a result, there is a handful of such adventurers, maybe one or two parties, in the average region, and their parties are major enterprises famous throught the realm.
Thread replies: 14
Thread images: 1

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