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Encounter Building: Revised XP Threshold by Character Level Table
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<blockquote data-quote="MostlyDm" data-source="post: 6988020" data-attributes="member: 6788973"><p></p><p><span style="font-family: 'Verdana'">Interesting thought. Good idea, in principle, but… let me tell you a weird, seemingly unrelated story.</span></p><p></p><p><span style="font-family: 'Verdana'">A former friend of mine played Diablo 3 intensely when it first released. He was among the first crop of people to beat it on the hardest difficulty, and played seriously on hardcore mode with a popular twitch streamer for a while.</span></p><p></p><p><span style="font-family: 'Verdana'">He complained at one point that Blizzard kept nerfing the difficulty of the game due to player complaints. Time and again, they reduced the difficulty… even on the hardest setting. To the point that he essentially lost interest in the game and stopped playing.</span></p><p></p><p><span style="font-family: 'Verdana'">His complaint was not that they made the game easier, per se. It was that they reduced the difficulty even of the hardest setting. He had no problem, for example, if they reduced the difficulty of Normal to cater to players that did not want the hardest experience.</span></p><p></p><p><span style="font-family: 'Verdana'">But people didn’t want to play on Normal. They wanted to play on Hellfire or whatever it’s called. They wanted to feel like they had beaten the game <em>on the hardest difficulty</em>. It’s a psychological thing. So Blizzard made the hardest level easier, and they beat it, and they were happy.</span></p><p></p><p><span style="font-family: 'Verdana'">Personally, I’m kinda with my friend here. And with you. But be aware, there will likely be people who like the <em>idea</em> that they are running “Deadly” encounters… but perhaps don’t like the reality of a truly deadly encounter. </span></p><p></p><p><span style="font-family: 'Verdana'">To bring it closer to D&D, consider the player (or DM) that wants a game to be difficult and epic and have monsters scary… but also want to play in a game where players get artifact level items, bonus feats, generous concentration rules, etc. This actually reminds me of a rant I went on when talking to a friend yesterday about Story and Railroading in D&D, but that’s even more of a tangent so I will leave that for another day.</span></p><p></p><p><span style="font-family: 'Verdana'">Basically, I’m just thinking… If you (or Hemlock) calibrate things more accurately, it’s possible you will have as many detractors as you do proponents, after people TPK their parties because they don’t want to think of themselves as casual or novice players.</span></p><p></p><p><span style="font-family: 'Verdana'">Just a random thought, really. Not meant to deter you.</span></p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6988020, member: 6788973"] [FONT=Verdana][/FONT] [FONT=Verdana]Interesting thought. Good idea, in principle, but… let me tell you a weird, seemingly unrelated story.[/FONT] [FONT=Verdana]A former friend of mine played Diablo 3 intensely when it first released. He was among the first crop of people to beat it on the hardest difficulty, and played seriously on hardcore mode with a popular twitch streamer for a while.[/FONT] [FONT=Verdana]He complained at one point that Blizzard kept nerfing the difficulty of the game due to player complaints. Time and again, they reduced the difficulty… even on the hardest setting. To the point that he essentially lost interest in the game and stopped playing.[/FONT] [FONT=Verdana]His complaint was not that they made the game easier, per se. It was that they reduced the difficulty even of the hardest setting. He had no problem, for example, if they reduced the difficulty of Normal to cater to players that did not want the hardest experience.[/FONT] [FONT=Verdana]But people didn’t want to play on Normal. They wanted to play on Hellfire or whatever it’s called. They wanted to feel like they had beaten the game [i]on the hardest difficulty[/i]. It’s a psychological thing. So Blizzard made the hardest level easier, and they beat it, and they were happy.[/FONT] [FONT=Verdana]Personally, I’m kinda with my friend here. And with you. But be aware, there will likely be people who like the [i]idea[/i] that they are running “Deadly” encounters… but perhaps don’t like the reality of a truly deadly encounter. [/FONT] [FONT=Verdana]To bring it closer to D&D, consider the player (or DM) that wants a game to be difficult and epic and have monsters scary… but also want to play in a game where players get artifact level items, bonus feats, generous concentration rules, etc. This actually reminds me of a rant I went on when talking to a friend yesterday about Story and Railroading in D&D, but that’s even more of a tangent so I will leave that for another day.[/FONT] [FONT=Verdana]Basically, I’m just thinking… If you (or Hemlock) calibrate things more accurately, it’s possible you will have as many detractors as you do proponents, after people TPK their parties because they don’t want to think of themselves as casual or novice players.[/FONT] [FONT=Verdana]Just a random thought, really. Not meant to deter you.[/FONT] [/QUOTE]
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