In my experience, Sigil has handled this aspect of balancing decently. It's not a perfect solution, but it does allow for customization of the content.Tanlaus wrote: ↑Tue Dec 15, 2020 6:30 pmThat’s a fair point. Let me try to rephrase to be clearer.Planehopper wrote: ↑Tue Dec 15, 2020 5:43 pm I think, perhaps, saying something is "the most like pnp" is pretty subjective. There are rules in pop for high level characters to run baronies, manage trade costers, etc. I dont know if a really hard dungeon is really the closest thing to pnp that can be found here. Id say it is not.
And therein lies the difference that causes the split in the playerbase. Some folks see dungeon running, killing things and taking their loot, as the key aspect of dungeons & dragons. Some see the stories made possible through the mechanics as the key aspect of dungeons & dragons.
But both sides need gold and treasures, because guilds, assets, and roleplay often costs as much gold or more than a shiny ninja hood.
When we balance end game content around "well you should take this level split and these feats", we take away any variance that may come up in roleplay and treat it more like an MMO doing 'raids' than a role-playing game building stories.
You can see the outcome of that based on the state of RP on the server right now. Anyone saying its as good as its ever been is clearly blowing smoke or hasn't experienced some of the best times.
There is a meta understanding of "what works" mechanically and it seems to me that what works is becoming more cookie cutter and methodical and less organic and story-based.
This UMD/Consumables discussion is just a symptom of it.
I think, unlike an MMO, the combat mechanics of 3.5 D&D, are more balanced around a group of players than a single player. There’s a lot of variety in individual builds but the relative power levels are less important when they act in support of each other instead of alone.
So going through a dungeon during PnP is maybe not exclusively, but almost exclusively meant to be a team effort.
So in PnP, dungeons are designed to be tackled by a group, and the challenges are set appropriately.
It’s not that easier or harder gameplay specifically is more or less similar to a PnP experience, but playing as a group is more similar to a PnP experience than soloing is.
My argument, which I admit is subjective, is that a satisfying group experience can be fostered by areas like the Netherese ruins where relying on one’s teammates and supporting each other is necessarily part of the experience.
Grouping, and gameplay in general, is more fun when everyone has a chance to shine in their respective roles. Tanks cans tank, DPS can DPS, priests can keep everyone on their feet, and casters can have the opportunity to unleash a variety of fight changing spells depending on the situation. And in that group dynamic you don’t have to be the best or most powerbuilt character. Just adequate in whatever role you’re performing. The whole really is greater than the sum of its parts, to steal a phrase from Aristotle.
As a counterpoint I’d say like the least satisfactory experience is going on a run with a couple of archers who kill everything before it gets near you. Not that I’m disparaging archers, they have their own issues. Just that it’s an example of a situation where the game gets boring for the other players because they’re not actually doing anything.
If every area is soloable then by epics you lose the a large part of the fun of grouping. Everything becomes a speed run.
Essentially they have implemented four difficulties, which any player can toggle between at will. In a group the lowest difficulty set by any player is used. While I cannot remember the names of the difficulties, they essentially correspond to: Easy, Normal, Challenging, Hard.
When monsters spawn in they are chosen based on the difficulty, with Easy selecting from the lower rungs of the area appropriate monsters, while Hard selects from the very top. This means that a CR22 area can have an actual CR range of anywhere from 19 to 28. Each tier of difficulty lowers/increases the effective CR by 3.
On Easy it is mostly melee monsters, while on Hard it is a lot of spell casters, archers, and really tough melee monsters. Even bosses are affected by the difficulty setting, where some boss encounters add/remove bosses to them, while others simply increase/lower the CR of the boss or bosses in an area.
Consequently the experience and loot gained from these monsters also change in accordance with the difficulty. Not to extreme measures, but enough so that it is worthwhile to play on a higher difficulty, if you can handle it.
I have suggested this before on this forum, and I'll suggest it again:
Allow for playerside adjustment of difficulty. Not only will it effectively instantly quadruple the number of areas on the server (by virtue of having more CR appropriate areas), it will also allow for mechanically weaker characters to experience more of the endgame content, while also upping the challenge presented to mechanically stronger characters.