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*TTRPGs General
Difficulty Numbers: Scaling, or Static?
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<blockquote data-quote="500 Toads" data-source="post: 9858447" data-attributes="member: 7056434"><p>Is that actually necessarily a large problem?</p><p></p><p>PF2e, for instance, takes this path for <em>some</em> checks. At high levels, there's a potentially tremendous gap between somebody with no proficiency at all ( just the relevant attribute modifier ) and the basic 'Trained' proficiency ( granting an additional 2 <em>plus level</em>, where PF2e also has a level cap of 20), larger for expert/master/legendary proficiency (+2 per tier). However, everybody gets at least 'Trained' proficiency in all three saving throw categories, unarmed combat, and unarmored defense; and even characters who aren't in "skill monkey" classes get a pretty generous number of skill increases ( one every odd-numbered level ) which they could use to get 'Trained' in quite a few (particularly given that one cannot use the skill increases to reach master or legendary proficiency before levels 7 or 15 respectively). For perspective, there are sixteen 'normal' skills in PF2e, plus the 'Lore' category; outside of specialized knowledge represented by Lore, it's not a super-granular system and one could indeed be pretty versatile.</p><p></p><p>In that system -- ordinary, "normal" challenges like scaling a wall, trying to stabilize a downed creature, or repairing a damaged shield don't have scaling DC; one doesn't need to be an expert in them, while experts basically auto-succeed (and in some cases, can find it worth it to try higher-difficulty variations, such as a higher-challenge + more-rewarding version of Treat Wounds).</p><p></p><p>And then there are extraordinary tasks for experts. Trying to "Earn an Income" by acting as a defense attorney for clients in Hell is explicitly a Legendary difficulty task, as is running an international brewing franchise. Armor and weapon proficiency is also included in the level-based scaling, so an oblivious brigand trying to attack an unassuming middle-aged man who happens to be a retired high-level monk is also going to have an extremely bad time of it. High-level challenges of such nature require at least some training to have a meaningful chance of success, but that strikes me as reasonable.</p></blockquote><p></p>
[QUOTE="500 Toads, post: 9858447, member: 7056434"] Is that actually necessarily a large problem? PF2e, for instance, takes this path for [I]some[/I] checks. At high levels, there's a potentially tremendous gap between somebody with no proficiency at all ( just the relevant attribute modifier ) and the basic 'Trained' proficiency ( granting an additional 2 [I]plus level[/I], where PF2e also has a level cap of 20), larger for expert/master/legendary proficiency (+2 per tier). However, everybody gets at least 'Trained' proficiency in all three saving throw categories, unarmed combat, and unarmored defense; and even characters who aren't in "skill monkey" classes get a pretty generous number of skill increases ( one every odd-numbered level ) which they could use to get 'Trained' in quite a few (particularly given that one cannot use the skill increases to reach master or legendary proficiency before levels 7 or 15 respectively). For perspective, there are sixteen 'normal' skills in PF2e, plus the 'Lore' category; outside of specialized knowledge represented by Lore, it's not a super-granular system and one could indeed be pretty versatile. In that system -- ordinary, "normal" challenges like scaling a wall, trying to stabilize a downed creature, or repairing a damaged shield don't have scaling DC; one doesn't need to be an expert in them, while experts basically auto-succeed (and in some cases, can find it worth it to try higher-difficulty variations, such as a higher-challenge + more-rewarding version of Treat Wounds). And then there are extraordinary tasks for experts. Trying to "Earn an Income" by acting as a defense attorney for clients in Hell is explicitly a Legendary difficulty task, as is running an international brewing franchise. Armor and weapon proficiency is also included in the level-based scaling, so an oblivious brigand trying to attack an unassuming middle-aged man who happens to be a retired high-level monk is also going to have an extremely bad time of it. High-level challenges of such nature require at least some training to have a meaningful chance of success, but that strikes me as reasonable. [/QUOTE]
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