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Difficulty levels in D&D?
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<blockquote data-quote="NoWayJose" data-source="post: 5522274" data-attributes="member: 84810"><p>Just a thought experiment...</p><p> </p><p>Various threads (like All Roads Lead to Rome?) highlight a diversity of opinions on what makes the perfect D&D and that there is no one optimal formula. If it's a choice between heroic fantasy vs gritty fantasy, for example, you'll probably choose between entirely different systems.</p><p> </p><p>RPG-action video games have a starting difficulty level like Casual, Normal, Veteran, Hardcore and Insanity. Is it possible to do something like this for tabletop RPGs?</p><p> </p><p>With D&D, there's an ability point buy system, but I don't know how that affects the feel of the game after character creation. DMs can make encounters more difficult (although combat itself doesn't necessarily become more fast and furious for both sides). You can introduce houserules like critical tables.</p><p> </p><p>Myself, I've always played at the "default" level, so I don't have any hands-on experience with that.</p><p> </p><p>Has anyone ever played or DM'ed with a variation on the difficulty level to achieve a different feel, and did it work for you?</p><p> </p><p>Do you think that D&D could or should explicitly detail some sort of easy, unobtrusive mechanism for varying the difficulty of a D&D campaign (ie., casual, normal, and gritty)? Or is the point buy system good enough?</p></blockquote><p></p>
[QUOTE="NoWayJose, post: 5522274, member: 84810"] Just a thought experiment... Various threads (like All Roads Lead to Rome?) highlight a diversity of opinions on what makes the perfect D&D and that there is no one optimal formula. If it's a choice between heroic fantasy vs gritty fantasy, for example, you'll probably choose between entirely different systems. RPG-action video games have a starting difficulty level like Casual, Normal, Veteran, Hardcore and Insanity. Is it possible to do something like this for tabletop RPGs? With D&D, there's an ability point buy system, but I don't know how that affects the feel of the game after character creation. DMs can make encounters more difficult (although combat itself doesn't necessarily become more fast and furious for both sides). You can introduce houserules like critical tables. Myself, I've always played at the "default" level, so I don't have any hands-on experience with that. Has anyone ever played or DM'ed with a variation on the difficulty level to achieve a different feel, and did it work for you? Do you think that D&D could or should explicitly detail some sort of easy, unobtrusive mechanism for varying the difficulty of a D&D campaign (ie., casual, normal, and gritty)? Or is the point buy system good enough? [/QUOTE]
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