This came up in he Daggerheart General thread and I thought I would move it to its own thread for discussion.
In games that havel levels, ranks, tiers, etc, do you prefer difficulty or target numbers to be dependent on those levels, or should they be independent of levels?
For example, let's look at the example of climbing a cliff face. In the first paradigm, the Difficulty is set based at least in part on what level the party/character is attempting it. In the second paradigm, the difficuty is whatever it is, regardless of who tries to climb it (or what level the adventure is, or whatever).
D&D has had a weird relationship with DCs, especially in d20 editions and forward. WHile many seem to say the DC is static, in practice those numbers always seem to scale for the intended level of the challenge.
I prefer static difficulties generally. That is a Hard lock, so it always has a set DC/TN. High level thieves, of course, can bypass Hard locks with ease because they are just that good. Like that.
One place it gets weird is with adversaries, monsters etc. If monsters are leveled similarly to PCs, they will inevitably be tougher, harder to hits, etc... the higher level they are. This is its own kind of scaling. But as long as there is no forced "level appropriate challenge" rules, it can be easily ignored. Sometimes low level characters wander into the wrong part of the woods...
What do you think? How do you liked games to handle difficulties?
In games that havel levels, ranks, tiers, etc, do you prefer difficulty or target numbers to be dependent on those levels, or should they be independent of levels?
For example, let's look at the example of climbing a cliff face. In the first paradigm, the Difficulty is set based at least in part on what level the party/character is attempting it. In the second paradigm, the difficuty is whatever it is, regardless of who tries to climb it (or what level the adventure is, or whatever).
D&D has had a weird relationship with DCs, especially in d20 editions and forward. WHile many seem to say the DC is static, in practice those numbers always seem to scale for the intended level of the challenge.
I prefer static difficulties generally. That is a Hard lock, so it always has a set DC/TN. High level thieves, of course, can bypass Hard locks with ease because they are just that good. Like that.
One place it gets weird is with adversaries, monsters etc. If monsters are leveled similarly to PCs, they will inevitably be tougher, harder to hits, etc... the higher level they are. This is its own kind of scaling. But as long as there is no forced "level appropriate challenge" rules, it can be easily ignored. Sometimes low level characters wander into the wrong part of the woods...
What do you think? How do you liked games to handle difficulties?

