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How do you, as a player, judge "appropriate" difficulty?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7143304" data-attributes="member: 6787650"><p>Let's say your DM is writing a module for distribution, whether via DM's guild or via friends or some other method. He's billed this module as "suitable for 4-5 PCs of levels 7-9." He's had a couple of other DMs run the module once or twice, and he's run it himself for two different groups, one of which was your group, so there is some playtest data as well as whatever purely analytical data he used to design it.</p><p></p><p>Now he's asking you whether it's the right difficulty level for the advertised number and levels of PCs. <strong>My</strong> question for you is, how do you personally make that determination? Some possibilities that seem plausible:</p><p></p><p>(1) <strong>Psychological (tension-seeking):</strong> Players were scared the PCs might die.</p><p>(2) <strong>Psychological (fun-seeking):</strong> Players were interested and engaged but <em>weren't</em> ever scared their PCs might die.</p><p>(3) <strong>Empirical:</strong> PCs ended the adventure very low on HP and spells.</p><p>(4) <strong>Formulaic:</strong> Challenges were constructed in accordance with DMG guidelines</p><p>(5) <strong>Analytical (challenge-seeking):</strong> 4 unoptimized 8th level Champion Fighters would have at least one PC survive the adventure about 50% of the time in a computer simulation.</p><p>(6) <strong>Analytical (reward-seeking):</strong> 4 unoptimized 8th level Champion Fighters would have at least one PC survive the adventure about 100% of the time.</p><p>(7) <strong>Analytical (fun-seeking):</strong> 4 unoptimized 8th level Champion Fighters would all survive the adventure about 100% of the time.</p><p>(8) <strong>Something else?</strong></p><p><strong></strong></p><p><strong></strong>Edit to add:</p><p>(9) <strong>Analytical (chargen stress test):</strong> 4 optimized 8th level Champion Fighters would have all PCs survive the adventure about 100% of the time in a computer simulation, but unoptimized PCs will usually lose one or more PCs and/or TPK.</p><p>(10) <strong>Analytical (tactical stress test):</strong> 4 unoptimized 8th level Champion Fighters would have all PCs survive the adventure about 100% of the time in a computer simulation if they use correct tactics, but the same PCs using straightforward tactics will usually lose one or more PCs and/or TPK.</p><p></p><p>My hypothesis is that there isn't actually a consensus on what "appropriate" difficulty means, because different players and DMs have different motivations for playing D&D and different desires for what they want out of it. I rather hope I'm wrong.</p><p></p><p>But despite my hypothesis, my actual <em>interest</em> is in sandboxing: how do you fairly advertise an adventure to a group of players so they know whether or not they want to risk playing it?</p><p></p><p>Related question: if your DM were about to run an adventure for you of "appropriate" difficulty for your level and party size, what definition of "appropriate difficulty" would you <em>hope</em> he is using?</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7143304, member: 6787650"] Let's say your DM is writing a module for distribution, whether via DM's guild or via friends or some other method. He's billed this module as "suitable for 4-5 PCs of levels 7-9." He's had a couple of other DMs run the module once or twice, and he's run it himself for two different groups, one of which was your group, so there is some playtest data as well as whatever purely analytical data he used to design it. Now he's asking you whether it's the right difficulty level for the advertised number and levels of PCs. [B]My[/B] question for you is, how do you personally make that determination? Some possibilities that seem plausible: (1) [B]Psychological (tension-seeking):[/B] Players were scared the PCs might die. (2) [B]Psychological (fun-seeking):[/B] Players were interested and engaged but [I]weren't[/I] ever scared their PCs might die. (3) [B]Empirical:[/B] PCs ended the adventure very low on HP and spells. (4) [B]Formulaic:[/B] Challenges were constructed in accordance with DMG guidelines (5) [B]Analytical (challenge-seeking):[/B] 4 unoptimized 8th level Champion Fighters would have at least one PC survive the adventure about 50% of the time in a computer simulation. (6) [B]Analytical (reward-seeking):[/B] 4 unoptimized 8th level Champion Fighters would have at least one PC survive the adventure about 100% of the time. (7) [B]Analytical (fun-seeking):[/B] 4 unoptimized 8th level Champion Fighters would all survive the adventure about 100% of the time. (8) [B]Something else? [/B]Edit to add: (9) [B]Analytical (chargen stress test):[/B] 4 optimized 8th level Champion Fighters would have all PCs survive the adventure about 100% of the time in a computer simulation, but unoptimized PCs will usually lose one or more PCs and/or TPK. (10) [B]Analytical (tactical stress test):[/B] 4 unoptimized 8th level Champion Fighters would have all PCs survive the adventure about 100% of the time in a computer simulation if they use correct tactics, but the same PCs using straightforward tactics will usually lose one or more PCs and/or TPK. My hypothesis is that there isn't actually a consensus on what "appropriate" difficulty means, because different players and DMs have different motivations for playing D&D and different desires for what they want out of it. I rather hope I'm wrong. But despite my hypothesis, my actual [I]interest[/I] is in sandboxing: how do you fairly advertise an adventure to a group of players so they know whether or not they want to risk playing it? Related question: if your DM were about to run an adventure for you of "appropriate" difficulty for your level and party size, what definition of "appropriate difficulty" would you [I]hope[/I] he is using? [/QUOTE]
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