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*TTRPGs General
Difficulty Numbers: Scaling, or Static?
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<blockquote data-quote="Scott Christian" data-source="post: 9858366" data-attributes="member: 6901101"><p>I prefer static for skill challenges. </p><p></p><p>Assigning the difficulty for skill challenges <em>should not</em> focus on the adventurer’s level of ability. It should focus on the context or environment. For example, if you have a player who has tailored their adventurer to be a great swimmer, do not simply make the swim challenge more difficulty because they are so good. The river is – the river. It should only change based on where the adventurers are crossing, i.e. context.</p><p></p><p>Another example is a rogue who has devoted skill points to becoming a master lockpick. He finds an old door with a rusty lock. The lock should not increase because the rogue is skilled. It should be contextual. If the rogue is entering an ancient armory, the lock might be hard or epic. If it is a rusty door that leads to a pantry, it is simple.</p><p></p><p>But...</p><p></p><p>As for combat, I prefer a more scaled encounter. This does not discount adventurers having lower-level encounters, nor does it negate adventurers meeting something that exceeds their capability. But what it does mean is: the majority of encounters are purposefully levelled to challenge the adventurers. This is especially true for my game where only one or two (maybe three?) encounters exist per long rest.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9858366, member: 6901101"] I prefer static for skill challenges. Assigning the difficulty for skill challenges [I]should not[/I] focus on the adventurer’s level of ability. It should focus on the context or environment. For example, if you have a player who has tailored their adventurer to be a great swimmer, do not simply make the swim challenge more difficulty because they are so good. The river is – the river. It should only change based on where the adventurers are crossing, i.e. context. Another example is a rogue who has devoted skill points to becoming a master lockpick. He finds an old door with a rusty lock. The lock should not increase because the rogue is skilled. It should be contextual. If the rogue is entering an ancient armory, the lock might be hard or epic. If it is a rusty door that leads to a pantry, it is simple. But... As for combat, I prefer a more scaled encounter. This does not discount adventurers having lower-level encounters, nor does it negate adventurers meeting something that exceeds their capability. But what it does mean is: the majority of encounters are purposefully levelled to challenge the adventurers. This is especially true for my game where only one or two (maybe three?) encounters exist per long rest. [/QUOTE]
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