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General Tabletop Discussion
*TTRPGs General
What's wrong with scaling (and levels, bonuses, advancement, etc)?
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<blockquote data-quote="Janx" data-source="post: 5696962" data-attributes="member: 8835"><p>I didn't read this whole thread. it wiggled around a bit in the beginning anyway.</p><p></p><p>I like levels. Assuming stuff is balanced, it's an easy mechanic for judging the difficulty level. I didn't like ShadowRun's lack of levels, forex, because there wasn't a tool for setting difficulty level relative to the PCs.</p><p></p><p>I like encounters to be fair. That is, enough clues and warnings IF something is beyond the PCs ability, or everything in the encounter is beatable IF the party uses its brain.</p><p></p><p>I never want to run a setup where the encounter entices the party into it only to screw them because it was deliberately beyond their level.</p><p></p><p>I like Elder Scrolls IV: Oblivion. If you level up, the monsters level up. This leads to the hack of never leveling up your PC, but building up your skills so you can kill all the 1st level monsters easily.</p><p></p><p>That's not a good thing. I would have preferred:</p><p>each "adventure" has a level availability that hides it until I'm ready</p><p>wilderness encounters/dungeons get harder as I get farther from civilization.</p><p></p><p>Thus, you still get level appropriate adventures, and you can wander into more trouble than you can handle.</p><p>Additionally, you can still find easy stuff to kill, thus showing how much you've improved.</p><p></p><p>I suspect people want:</p><p>to be able to get into too much trouble (realistiic)</p><p>as you improve, you can go back and enjoy your skill against those weaker oponents (oblivion removes them)</p></blockquote><p></p>
[QUOTE="Janx, post: 5696962, member: 8835"] I didn't read this whole thread. it wiggled around a bit in the beginning anyway. I like levels. Assuming stuff is balanced, it's an easy mechanic for judging the difficulty level. I didn't like ShadowRun's lack of levels, forex, because there wasn't a tool for setting difficulty level relative to the PCs. I like encounters to be fair. That is, enough clues and warnings IF something is beyond the PCs ability, or everything in the encounter is beatable IF the party uses its brain. I never want to run a setup where the encounter entices the party into it only to screw them because it was deliberately beyond their level. I like Elder Scrolls IV: Oblivion. If you level up, the monsters level up. This leads to the hack of never leveling up your PC, but building up your skills so you can kill all the 1st level monsters easily. That's not a good thing. I would have preferred: each "adventure" has a level availability that hides it until I'm ready wilderness encounters/dungeons get harder as I get farther from civilization. Thus, you still get level appropriate adventures, and you can wander into more trouble than you can handle. Additionally, you can still find easy stuff to kill, thus showing how much you've improved. I suspect people want: to be able to get into too much trouble (realistiic) as you improve, you can go back and enjoy your skill against those weaker oponents (oblivion removes them) [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
What's wrong with scaling (and levels, bonuses, advancement, etc)?
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