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Should difficulty increase to match optimization
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<blockquote data-quote="John Quixote" data-source="post: 8402018" data-attributes="member: 694"><p>According to the philosophy behind my preferred play-style? Absolutely not. The world is the world; the campaign milieu exists independently of the player characters, and it's the players' business to deal with what's there. If a tribe of 25 ogres lives on the top of Mt. Ogreface, then 25 ogres live there—and the number won't change, and they won't get downgraded to orcs or upgraded to hill giants—regardless of whether the players never visit the mountain, or they go there with a party of six 1st level characters, or nine 3rd level characters and an entourage of henchmen, or a dozen 10th level characters and an army. Exploration is the central activity at hand, and it would be meaningless to explore a world whose contents are in flux, not just due to the ordinary sort of dynamism needed to simulate a living world, but as an arbitrary response to the player characters' inherent qualities.</p><p></p><p>It's one thing if you can draw a line of causality from the players' party to the effect in game — they went into the dungeon with 30 people, so they're making a lot of noise and stirring up the denizens and encountering more random monsters than a small and sneaky party would — but it's quite another thing if they're just meeting artificial level-appropriate challenge after artificial level-appropriate challenge. That degree of quantum ogreing is far too much "spooky action at a distance" to be believable.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 8402018, member: 694"] According to the philosophy behind my preferred play-style? Absolutely not. The world is the world; the campaign milieu exists independently of the player characters, and it's the players' business to deal with what's there. If a tribe of 25 ogres lives on the top of Mt. Ogreface, then 25 ogres live there—and the number won't change, and they won't get downgraded to orcs or upgraded to hill giants—regardless of whether the players never visit the mountain, or they go there with a party of six 1st level characters, or nine 3rd level characters and an entourage of henchmen, or a dozen 10th level characters and an army. Exploration is the central activity at hand, and it would be meaningless to explore a world whose contents are in flux, not just due to the ordinary sort of dynamism needed to simulate a living world, but as an arbitrary response to the player characters' inherent qualities. It's one thing if you can draw a line of causality from the players' party to the effect in game — they went into the dungeon with 30 people, so they're making a lot of noise and stirring up the denizens and encountering more random monsters than a small and sneaky party would — but it's quite another thing if they're just meeting artificial level-appropriate challenge after artificial level-appropriate challenge. That degree of quantum ogreing is far too much "spooky action at a distance" to be believable. [/QUOTE]
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