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General Tabletop Discussion
*TTRPGs General
Difficulty Numbers: Scaling, or Static?
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<blockquote data-quote="djotaku" data-source="post: 9855885" data-attributes="member: 7054471"><p>2 quick comments on what you said based on my post:</p><p></p><p>1. "So in order for the game to stay interesting, the DCs will need to scale with the PCs' levels." - I think this is <em>probably</em> more true with a video game where you might go back to the early levels and suddenly grinding is hard because you're killing enemies that only give like 5 XP. I would imagine if the TTRPG true goes back to the early areas it's either for RP reasons - maybe they want to see the consequences of them clearing out the baddies or because new, more powerful baddies have come to the area. But otherwise, maybe they are still scaling a fence, but now they feel like a bad-ass for not finding it as hard? Obviously the whole campaign can't be like that. If they don't have any more threats that scale to them, I think it's time for them to retire as heroes. (or anti-heroes) and that campaign is over - time to roll new heroes.</p><p></p><p>2. Some, but not all, of this especially in the video game example I gave might have more to do with XP leveling vs milestone leveling.</p><p></p><p>Bonus thing because it's not on topic:</p><p></p><p>"If every character is at least competant at everything, there's less to differentiate my character from yours."</p><p></p><p>One thing I like about Tales of the Valiant's variant of 5e and the Paizo TTRPGs is that the way character creation works it tends to emphasize a LOT more variety in the character created. (At least if you aren't playing with power gamers and/or min/maxxers)</p></blockquote><p></p>
[QUOTE="djotaku, post: 9855885, member: 7054471"] 2 quick comments on what you said based on my post: 1. "So in order for the game to stay interesting, the DCs will need to scale with the PCs' levels." - I think this is [I]probably[/I] more true with a video game where you might go back to the early levels and suddenly grinding is hard because you're killing enemies that only give like 5 XP. I would imagine if the TTRPG true goes back to the early areas it's either for RP reasons - maybe they want to see the consequences of them clearing out the baddies or because new, more powerful baddies have come to the area. But otherwise, maybe they are still scaling a fence, but now they feel like a bad-ass for not finding it as hard? Obviously the whole campaign can't be like that. If they don't have any more threats that scale to them, I think it's time for them to retire as heroes. (or anti-heroes) and that campaign is over - time to roll new heroes. 2. Some, but not all, of this especially in the video game example I gave might have more to do with XP leveling vs milestone leveling. Bonus thing because it's not on topic: "If every character is at least competant at everything, there's less to differentiate my character from yours." One thing I like about Tales of the Valiant's variant of 5e and the Paizo TTRPGs is that the way character creation works it tends to emphasize a LOT more variety in the character created. (At least if you aren't playing with power gamers and/or min/maxxers) [/QUOTE]
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