Quickleaf
Legend
Let's say your DM is writing a module for distribution, whether via DM's guild or via friends or some other method. He's billed this module as "suitable for 4-5 PCs of levels 7-9." He's had a couple of other DMs run the module once or twice, and he's run it himself for two different groups, one of which was your group, so there is some playtest data as well as whatever purely analytical data he used to design it.
Now he's asking you whether it's the right difficulty level for the advertised number and levels of PCs. My question for you is, how do you personally make that determination?
If I am, for example, playing a rogue (thief) in your 7th-9th level adventure, I'd expect "appropriate difficulty" to encompass...
- I don't want to be doing simple "fetch" quests or "save the village" scenarios.
- I want to be "spotlighted" at some point(s), ideally using my 7th-9th level features like Evasion and Supreme Sneak.
- I want really challenging encounters that I can, through my cleverness & quick-thinking, undermine, sabotage, or otherwise overturn expectations.
- I want most life-threatening challenges to be telegraphed by the DM, so I know when I'm "going in hot."
- I want occasional surprises, which can be deadly, so long as they evoke a "oh cool!" reaction in me, and give me an interesting choice.
- Deadliness – at least the feeling of it – is something I want, but I also want my choices and ideas to be able to outwit those deadly challenges; if my DM has trouble thinking on his or her feet, I want a module that will support him/her in doing that.
- I want to disarm a trap, and potentially re-purpose it to spring it on the monsters.
- I want treasure that feels better than what I was getting at 1st-4th. If it's cursed, I'd mostly like that to be part of the story or telegraphed, so I can make the decision to have my rogue PCs "greed win over good sense." I'd especially like an optional Big Treasure in a Risky Situation, that I can choose to instigate...possibly to the chagrin of my fellow players.
- I want at least one easy encounter where my sneak attack / surprise attack can take out a monster sentry before the alarm is raised.
- Optional: I want to be able to tell a petulant nobleman to shove it, and possible defenestrate him.
Related question: if your DM were about to run an adventure for you of "appropriate" difficulty for your level and party size, what definition of "appropriate difficulty" would you hope he is using?
An appropriate difficulty adventure is one where the encounters we face mostly (75%) feel like they make sense for our party's strength – both in terms of narrative scope and mechanical challenge. Some under-powered or over-powered challenges are perfectly fine, though in the case of over-powered challenges I'd expect there to be (a) a clearly defined puzzle/trick to the challenge that the DM communicates well, or (b) the option (both mechanically & narratively) to run away or sneak past, or (c) good foreshadowing so we know what sort of mess we're getting ourselves into.