Re: Challenge rating
How often do you get a TPK from bad planning or bad luck rather than the players not having the right tools for the job?
You don't have any magic weapons? Well too bad, you can't hurt this critter that's killing you. |
Re: Challenge rating
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Re: Challenge rating for scenario
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There is nothing like sending in a newbie into the 'Tombs of Horror' or the reverse, sending a grognard TFT player into a training wheels game. Perhaps using the Crossword Puzzle method: Easy, Average, Hard, Very Hard. But then again, it may not be needed. GURPS doesn't have any difficulty ratings for their material. |
Re: Challenge rating
Yeah, you could try basic categories, or just verbal descriptions, and/or mention of the sort of groups the adventure had in mind.
However, if an adventure / location is described in a dynamic way, and GM'd that way, then PCs and NPCs can react accordingly. Tollenkar's Lair is a good example of that, where you can attempt it with a small inexperienced party, and survive if you're clever and willing to retreat when the going gets rough - you're just unlikely to get all that far before needing to go regroup. But that could provide the context for a whole campaign where the PCs get better, acquire more allies, and return and wage a campaign of many missions against the lair. Easy adventure situations met by powerful PCs can be more challenging for GMs to figure out how to handle. In fact, that development was part of our eventual waning interest in TFT, when we had some surviving powerful characters and much of the world started not being much of a challenge or very interesting to interact with in the way it was interesting when common people were dangerous. That's one of the reasons I like the new plateau around 40 points, though magic items could still be accumulated to make people really powerful (another reason why attribute-totals don't seem sufficient to me to rate difficulty level). I think high-powered play can still be interesting if it shifts towards more powerful conflicts, and doesn't become about playing out many one-sided massacres. That is, the NPCs should notice the powerful PCs are horribly powerful, such PCs should get reputations, and overpowered NPCs should tend to flee, surrender, beg, run to more powerful protectors, offer to serve the PCs, use special tactics, etc., instead of trying to fight to the death. The more powerful forces in the game world can then start to notice the PCs and react in interesting/challenging ways, although that can be challenging to GM, too, and probably requires letting go of many typical GM attachments. |
Re: Challenge rating for scenario
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If you feel really strongly about it, clearly state that each Talent or Spell is equivalent to half an Attribute point and say "this adventure is suitable for a four 40 point characters," and let the players figure out where the points fall. |
Re: Challenge rating for scenario
Quote:
If you feel really strongly about it, clearly state that each Talent or Spell is equivalent to half an Attribute point and say "this adventure is suitable for a four 40 point characters," and let the players figure out where the points fall. |
Re: Challenge rating
Sorry with the double post thing -- there was a problem with the website for about 15 minutes there, and I didn't realize it until I'd hit "submit" again. I'd delete, but apparently that's yet more functionality I am not permitted while "on notice."
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Re: Challenge rating
I like how Steve tends to word recommended PC point levels for an adventure in terms of a party that "might" be able to survive. To me this seems very appropriate to not set expectations that you will survive, as bad use of those points, bad tactics, bad situations, and/or bad die rolls can (thankfully) lead to death and destruction.
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