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General Tabletop Discussion
*TTRPGs General
Difficulty Numbers: Scaling, or Static?
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<blockquote data-quote="stonehead" data-source="post: 9855966" data-attributes="member: 7047885"><p>That's true, what I described isn't hard scaling DCs, because the in-universe challenge also scales. The original post of this thread framed it in a way that makes scaling DCs almost entirely undesirable.</p><p></p><p>I have seen more general complaints though, that levelling up is pointless because when you gain a level and your attack bonus goes up by one, the monsters you fight will also have one higher armor class, so it all cancels out. That wouldn't <em>technically</em> be scaling DCs as described in the original post, but plenty of people would still call it scaling DCs. </p><p></p><p>I would say though that I think this still applies to ttrpgs, <strong>especially</strong> if you're running a module or adventure path. Adventure paths are designed basically just like video games. All of the houses in the first town will have fences, in the second town they'll have rough hewn stone, and in the final town they'll have smooth marble walls.</p><p></p><p>A skilled GM can expand the options of the party over the course of the campaign. At low levels, if you need to get inside a castle, you'll need to get an invitation, or sneak in the front door, but at higher levels, just scaling the outside and climbing through a window becomes a valid option. At low levels, your crimes need to avoid the notice of the town guards, but at high levels just fighting them off becomes an option. Actually pulling this off in the chaos of a real world table is a lot harder than describing it in text though, so I don't blame GMs for soft-scaling the DCs like I described.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9855966, member: 7047885"] That's true, what I described isn't hard scaling DCs, because the in-universe challenge also scales. The original post of this thread framed it in a way that makes scaling DCs almost entirely undesirable. I have seen more general complaints though, that levelling up is pointless because when you gain a level and your attack bonus goes up by one, the monsters you fight will also have one higher armor class, so it all cancels out. That wouldn't [I]technically[/I] be scaling DCs as described in the original post, but plenty of people would still call it scaling DCs. I would say though that I think this still applies to ttrpgs, [B]especially[/B] if you're running a module or adventure path. Adventure paths are designed basically just like video games. All of the houses in the first town will have fences, in the second town they'll have rough hewn stone, and in the final town they'll have smooth marble walls. A skilled GM can expand the options of the party over the course of the campaign. At low levels, if you need to get inside a castle, you'll need to get an invitation, or sneak in the front door, but at higher levels, just scaling the outside and climbing through a window becomes a valid option. At low levels, your crimes need to avoid the notice of the town guards, but at high levels just fighting them off becomes an option. Actually pulling this off in the chaos of a real world table is a lot harder than describing it in text though, so I don't blame GMs for soft-scaling the DCs like I described. [/QUOTE]
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