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Community
General Tabletop Discussion
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The Glass Cannon or the Bag of Hit Points
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6672450" data-attributes="member: 6787650"><p>Oh. I've never implemented or played an adaptive difficulty game, I've only read about them in Peter Spronck's papers, but I'd assumed that the adaptive difficulty engine would give the player feedback on exactly how hard it currently was (and allow them to tweak the settings). Something more akin to skipping over level 2 if you thrashed level 1 and going straight to level 19.</p><p></p><p>If adaptive difficulty were implemented invisibly, as you describe it, it would be a very frustrating experience.</p><p></p><p>RE: 20th level encounters, I often tell my players after the fact what kind of a fight they just had. Of course they know a lot of that anyway based on XP value, but I still let them know whether it was a Deadly x4 fight or a 14th level fight or whatever. Not always, but sometimes, when I remember and I think it was important. My players are of the opinion that CR is bogus anyway, and I share that opinion, but it's still kind of fun to know what the "official" difficulty was. </p><p></p><p>But I think what is really important to the players is that "now we can tackle that beholder tyrant-ship because now we have a paladin again," which is adaptive difficulty, but self-paced. They consciously choose when to ramp it up by going after tougher things, and I just find it fun to let the know how far out of their weight class they are punching. But I don't think it's the main thing they're worried about compared to "can we find more treasure? can we establish an off-planet colony? can we get a whole <em>fleet</em> of spelljamming ships?"</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6672450, member: 6787650"] Oh. I've never implemented or played an adaptive difficulty game, I've only read about them in Peter Spronck's papers, but I'd assumed that the adaptive difficulty engine would give the player feedback on exactly how hard it currently was (and allow them to tweak the settings). Something more akin to skipping over level 2 if you thrashed level 1 and going straight to level 19. If adaptive difficulty were implemented invisibly, as you describe it, it would be a very frustrating experience. RE: 20th level encounters, I often tell my players after the fact what kind of a fight they just had. Of course they know a lot of that anyway based on XP value, but I still let them know whether it was a Deadly x4 fight or a 14th level fight or whatever. Not always, but sometimes, when I remember and I think it was important. My players are of the opinion that CR is bogus anyway, and I share that opinion, but it's still kind of fun to know what the "official" difficulty was. But I think what is really important to the players is that "now we can tackle that beholder tyrant-ship because now we have a paladin again," which is adaptive difficulty, but self-paced. They consciously choose when to ramp it up by going after tougher things, and I just find it fun to let the know how far out of their weight class they are punching. But I don't think it's the main thing they're worried about compared to "can we find more treasure? can we establish an off-planet colony? can we get a whole [I]fleet[/I] of spelljamming ships?" [/QUOTE]
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The Glass Cannon or the Bag of Hit Points
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