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    Marco Artemisio
    Oct 09, 2021
    Edited: Oct 09, 2021

    Scaling for high level Characters

    in D100 DUNGEON

    Hello

    I have a few questions in regard of difficulty scaling.

    Me and my girlfriend finished the first campaign and all sidequests.

    Our characters have pretty much all stats maxed out and have a lot of legendary items equiped.

    We started to do random missions but we have a little problem: Combat just doesn't feel challanging anymore :( we pretty much one shot kill every monster ecxept maybe Balgore but even that one doesn't pose any real threat.

    Also the fact that Life Points and HP has no cap doesn't help this. We pretty much feel like playing immortal characters by now and the fun that comes from the "high risk high reward" OSR feeling we had at the beginning has faded quite a bit by now.

    We feel a bit sad about it and started to play less frequently. :(

    My questions is: Is there a way to scale monsters for high level characters? Is there something like this planned? Maybe an Elite variant of the monster list with higher stats and rewards and an alternative challange table for dungeon challanges?

    I feel like the infinite HP and Life Point Scaling should be compensated by a equivalent monster scaling rule to continue to make things intresting and dangerous.

    Maybe this could be a good reason to make use of potions and maybe some of the utility spells.

    Also another question (maybe more of a suggestion): After a lot of missions and combats we just didn't find any real use for ranged weapons after the first levels. Damage of 2 handed ranged weapons just doesn't scale as well as dual wielding melee. So we always default to using dual wielding melee weapons. Is there something in the works to mitigate this?

    Thank you in advance for your answer and for your work on this amazing game.


    P.S.

    Sorry about the wall of text :)


    Best regards

    Marco

    8 comments
    8 Comments
    W
    whybbil1
    Nov 21, 2021

    Martin, great suggestion. This would also be consistent with most other graduated leveling systems. I will try it with my current character playing World Builder and report back.

    Like
    W
    whybbil1
    Nov 21, 2021
    Replying to

    Thinking about this a bit, here’s something to consider.

    In the standard “leveling system” we bump a characteristic by +5 each time we fill 10 pips, each of which requires a roll of 10 or less on a test, ignoring boosts/curses, elixirs, bonuses or buying pips through training.

    So to go from say 50 to 80 would take 6 “levels” of 5-point gains, or 60 rolls of 10 or less, again ignoring boosts etc.

    Thinking about Martin’s suggestion of +5 for <=50, +2 for 51-60, and +1 for 61-79, again ignoring boosts etc, starting with 50, you’d go to 55, then 57, 59, 61, 62, 63… if I counted right it would be 23 “levels” to 80, or 230 rolls of 10 or less. That’s just under 4 times the base rules. This should definitely prolong your “leveling” experience rate.

    I am a little concerned that might be too slow for my liking, since I enjoy making new and varied adventurers as much as I like playing out one.

    I considered this: <=60 +5, 61-65 +4, 66-70 + 3, 71-75 +2, 76-80 +1. Again ignoring boosts etc, starting at 50, it would be 11 “levels” to 80: 55, 60, 65, 69, 72, 74, 76, 77, 78, 79, 80. That’s just under 2 times base game.

    Factor in that as you gain experience you also should accumulate gold, and CAN train and buy pips, costing 20,000 per level. If straight up paid for, levels from say 50-80, at 2000 per pip, 20k per level, in the base game it would cost 120k, Martin’s suggestion 23 x 20k = 460k, my suggestion 220k.

    In actual play you will certainly gain levels through a combination of good rolls, boosts (and maybe lose some with curses), buying pips, and drinking elixirs. Plus you can of course augment with bonuses from brews, potions, legends, spells, and time track modifiers.

    This is all food for thought.

    I’m going to try my leveling scheme with my current adventurer in World Builder, a Mt. Dwarf Hunter made with Quick Adventurer starting at 50 Str, 45 Dex, 25 Int, Fast Track boosted to 50 Str, 50 Dex, 25 Int, game play to date up to 57 Str, 58 Dex, 27 Int. Will let you know how it goes!

    Like

    M
    Martin Knight
    Nov 22, 2021
    •
    Replying to

    @whybbil1 thank you for the stats, it is good to see the comparisons. I am very keen to hear how it goes. I will make a daily dungeon post about this at some stage, as I think slowing down leveling is a very important feature for some players (me included). Great work!

    Like

    X
    Xavier Liégeois
    Nov 20, 2021

    Hello,


    I have a few house rules in mind related to door and quest objectives management, leveling your character, dungeon difficulty, monsters escaping, and finding equipments (maybe more to come). They are still early WIP but the goal is to allow the player to play longer with the same character, with slower and longer progression possibilities along with upgrading the difficulty.


    The first thing i applied directly is, when you can level up a characteristic or a skill, instead of using +5, just apply +1. Or you can double or triple the amount of pips needed to upgrade a skill or characteristic.


    By doing this, you will progress slower, and (provided you own some or all the expansions) you will need to make extensive use of the mechanics that the game offers beside leveling (Witchery, Crafting,...).


    More to come, when i will have extensively play tested my ideas, but here is a start:

    https://boardgamegeek.com/thread/2761181/whats-behind-doors


    This game is so HUGE, that i want to house rule it to enjoy the game as long as i can with my beloved "Unnamed" Dwar Warrior character :-)

    Like
    M
    Martin Knight
    Nov 20, 2021
    •
    Replying to

    In the initial draft for the game, it was +1 when a xp track was completed. It got changed because it was a very harsh and soul destroying game. Another option have toyed with, is to slow down xp as the stat or skill goes up in value. So, 50 or below it gains +5 for completing the xp track, 51-60 it gains +2 and 61-79 it gains +1. Might help to draw out leveling, but still give you a fighting chance with some higher level quests.

    Like

    W
    whybbil1
    Nov 08, 2021

    I have maxed out a couple adventurers and made a total of now 7 adventurers, see my Nov 6th post under “What Type of Adventurer are you?”


    I guess if you don’t want to retire them, take your adventurers to World Builder. Maybe make up a story, like to get there they traveled through a mystic portal that reset them to 3 lives, and sucked the “legendary” from their armor or something.


    So far I am really enjoying World Builder. Maybe a bit off topic for this particular thread, but it does offer new challenges for you, like foraging, hunting, fishing, which I have already done with my newest adventurer, Tygron. He actually is struggling with his first quest, since he is new and low level with little armor. But in World Builder, instead of failing such a quest, Tygron can simply exit it. He plans to do some more hunting, scout adjacent hexes, with any luck have a couple “events”, and make his way to Quest 3, “Rat Problem” in the Old Marshlands, which looks easier. After that, with hopefully improved skills and armor, will return to the Grasslands of Strength to finish finding the ingredients for Quest 1, “Witches’ Broth.”

    Like

    M
    Martin Knight
    Oct 12, 2021
    •

    HI, nothing is planned, but it might be something to consider. For now, you could double all of the monster's stats and see how that works, and double the reward. However, it would seem your adventurer's may have reached the end of the road and might be time to try some different ones. The world builder expansion coming out soon might be a good opportunity to roll up some new adventurers. You could also try a slower form of xp. In v2 you gain +1 pip to stats and skills on the combat track, this might be a preferred option.

    Like
    M
    Marco Artemisio
    Oct 19, 2021
    Replying to

    Sorry didn't have time to check the forum lately.

    Thank you for your reply.

    We'll try to double the monster stats and see how it goes. We still hope for an official system to keep our characters engaging to play at higher levels (maybe in a future supplement? ) maybe we're a bit too traditional in that sense and we get a bit too attached to our characters.

    BTW Congrats! Just saw the new World Builder release and bought it right away :) Can't wait to try it.


    Like
    8 comments
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