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<blockquote data-quote="MythosaAkira" data-source="post: 161390" data-attributes="member: 2428"><p>It's a great idea, but I don't know how well it would work in execution, mainly because scaling just the statistical information (i.e.; the NPCs, monsters, treasure, etc.) doesn't necessarily mean that the adventure will be suited for a particular level of power and the resources available to characters at that level. Spells like <em>teleport</em> or <em>passwall</em>, and powerful divination spells could allow a high-level party to bypass all the scaled-up monsters and traps in a module originally designed for low-level PCs, who wouldn't have had such things at their disposal. Or say, again, in a low-level module, you have a room with a very minor demon in it that is trapped because it can't bypass the locked metal door of the room. Scale the module upwards to challenge a high-powered party, and suddenly the minor demon becomes a Balor - which raises the question of why he's sitting around in a little room instead of melting the door, escaping, and either wrecking havoc on the countryside or ruling the entire dungeon complex. A chasm with a dangerous bridge guarded by orcs may be a challenge for a low-level party, but up the level just enough for the PCs to have access to flying magic (spells or items), and now it's not a challenge. The orcs may have been upgraded to classed-ogres, but unless the strategy of flying is taken into account by the program, will it know to give them missile weapons or spell capacity? Would it know to change the orcs to giants instead, so they can hurl rocks at would-be flyers?</p><p></p><p>I'm not trying to be negative - I think it's a great idea and one I've considered myself. But on a practical level, I don't think it would work very well - even if the monster/treasure/trap scaling could be done easily.</p></blockquote><p></p>
[QUOTE="MythosaAkira, post: 161390, member: 2428"] It's a great idea, but I don't know how well it would work in execution, mainly because scaling just the statistical information (i.e.; the NPCs, monsters, treasure, etc.) doesn't necessarily mean that the adventure will be suited for a particular level of power and the resources available to characters at that level. Spells like [i]teleport[/i] or [i]passwall[/i], and powerful divination spells could allow a high-level party to bypass all the scaled-up monsters and traps in a module originally designed for low-level PCs, who wouldn't have had such things at their disposal. Or say, again, in a low-level module, you have a room with a very minor demon in it that is trapped because it can't bypass the locked metal door of the room. Scale the module upwards to challenge a high-powered party, and suddenly the minor demon becomes a Balor - which raises the question of why he's sitting around in a little room instead of melting the door, escaping, and either wrecking havoc on the countryside or ruling the entire dungeon complex. A chasm with a dangerous bridge guarded by orcs may be a challenge for a low-level party, but up the level just enough for the PCs to have access to flying magic (spells or items), and now it's not a challenge. The orcs may have been upgraded to classed-ogres, but unless the strategy of flying is taken into account by the program, will it know to give them missile weapons or spell capacity? Would it know to change the orcs to giants instead, so they can hurl rocks at would-be flyers? I'm not trying to be negative - I think it's a great idea and one I've considered myself. But on a practical level, I don't think it would work very well - even if the monster/treasure/trap scaling could be done easily. [/QUOTE]
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