Aus_Snow
First Post
In theory, that appears to make some kind of sense. Or at least to sound reasonable.That's a great way to turn off beginners.
But I have never observed such a phenomenon in real life. Quite to the contrary, as it happens.
Heh. Some will argue (and who knows, they might even be right) that such 'helpful' systems can act as a disincentive for GMs eyeballing system elements, such as monsters or other opposition, resulting in poorer GMs.
But regardless of whether that is true. . .
No. Again, I have observed that this is untrue, IRL. ymmv, natch.The "difficulty system" for a game needn't be rigid, and it needn't be detailed. But it must exist, if you want new DMs/GMs/WhateverMs to feel comfortable putting together encounters.
And I firmly believe that any RPG that is worthy of such a designation is so open-ended a game as to render such 'guidelines' all but useless. At best.But I firmly believe that for a game to completely lack such a guideline, even if only in the form of advice/pointers, is a mark against it, even if the game is otherwise fantastic in nearly all respects.