Dannager
First Post
It sounds irrelevant unless the character is being railroaded so that they can only face opponents who are of the same level.
Careful. Level scaling and railroading are two very different things.
It sounds irrelevant unless the character is being railroaded so that they can only face opponents who are of the same level.
Careful. Level scaling and railroading are two very different things.
Yes, I have - it's called Call of Cthulhu, and it's brilliant.
If you're taking away the player's ability to choose the danger level of the challenges they're facing, then you're removing their meaningful choices. If you're removing their meaningful choices, you're railroading them. QED.
If you're taking away the player's ability to choose the danger level of the challenges they're facing, then you're removing their meaningful choices.
Which is okay, as scaling the power up as the players advance doesn't take away their ability to choose.
Scaling power does not mean "all encounters are scaled to be an easy win". As has been said umpteen times in these discussions - the DMG advises a range of encounters, from "pretty easy" to "you ought to run away". But what you have to use in your encounters to do those things will change as the party grows in power.
Scaling power isn't generally about player choice, it is about making encounters be tactically interesting.
At least in D&D, your character at level 1 is a nobody who decided to go adventuring. At level 1, you have a great chance of dying early. If you can survive long enough to gain levels, your chance of death is reduced. Now, what if we reversed this? What if it was really easy to be a 1st level adventurer (or the equivalent in games without levels), but as you leveled up, enemies of your level grew stronger than you faster than you, and your chance of dying increased. What would you think of such a game design? Have you played a game like that?
Removing a meaningful choice that the players have (the choice to attack something comically less or more powerful than they are) is not the same as removing all meaningful choice the players have.
Which is okay, as scaling the power up as the players advance doesn't take away their ability to choose.