Imbecile
Arbiter
Twinfalls said:without any kind of levelled system it seems pretty likely that you are unlikely to get too many close and entertaining battles. Youll probably either die, reload, wander off and slaughter a few rats, and then return. Or you'll kick arse easily. Either way isnt too much fun.
Fighting close battles against suitably levelled opponents is more fun - if you like a challenge.
Sorry, but that's complete rubbish. What's 'Fun' is good design which gives you real decisions. Play Gothic for example. You are always challenged, you are always making decisions, you are always having Fun. Most encounters you'll have will be challenging but do-able, because the game is well structured.
And then there's taking on a Snapper/Fire Lizard/Shadowbeast early on, learning the hard way not to venture too far into the woods, then doing it again later in the game and feeling the satisfaction of besting the fearsome creature.
Damnit, I’m not disputing that real decisions are good, I’m agreeing that running away every now and then is great, and crushing your opponents underfoot or watching them run like hell is nice too.
What I actually say is that you don’t want all of your combat to be this way. In a (admittedly my) perfect world, the bulk of your combat would be against opponents that would require you to make good combat decisions. The problem is that if combat is to easy or too hard, it doesn’t matter that you choose your spells or positioning carefully. It doesn’t matter that you’ve selected the appropriate weapon beforehand. It doesn’t matter that you fight with the skill of two separate gorillas. Because its crush or be crushed.
For me at least 50% of combat should give this kind of combat challenge, with a few unlevelled beasties in there to make the player cautious, or force them to rethink their approach. But I guess its not the challenging thing that you are disputing
I know that you are saying that you know that its doable if the design is good enough, but good design can very easily be thrown off if one player decides to clobber 800 rats at the start, or wade in a little too early. The problem is that while an unlevelled game might appear to be perfectly balanced to one person, if another plays it in a different way, then he may end up with too great a challenge or no challenge at all.
What I am trying to say is that it doesn’t have to be all or nothing. Want to offset this a little? Bung in 10% levelled monsters. Want to offer a consistent combat challenge throughout where your level means next to nothing? – bung in 90% levelled monsters.
Want a fantastically tough dungeon at the start that teaches the new player a lesson? Use entirely unlevelled monsters? Putting a cave in near the end game, with a unique set of enemies that you want to be tough? Make them levelled +5