Level Scaling: Difference between revisions
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{{trope}}
A [[Sub-Trope|specific form]] of [[Anti-Grinding]], usually seen in [[RPG
When done well, it does exactly as intended, providing a constant challenge that keeps the game fun, and will keep itself largely unobtrusive. When done badly, it can head straight into [[Empty Levels]], and/or cause such fun things as bandits with [[Infinity+1 Sword|crazy powerful weapons]] and armor that they could retire in luxury just by selling, trying to kill you. [[Low Level Advantage|Underleveling]] (purposefully keeping yourself or your party at a low level) can become a viable tactic (and, under certain circumstances, a [[Game Breaker]]) if this trope is in effect.
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* ''[[Nethack]]'' determines enemy level by averaging your level with your current dungeon depth.
* ''[[wikipedia:Beneath Apple Manor|Beneath Apple Manor]]'', which actually predated ''[[Rogue (video game)|Rogue]]'' by two years. Each time you entered a new level the creatures' hit points and damage done were increased to be proportionate to your damage done and hit points, but you could spend [[Experience Points]] to increase your stats at any time. This meant that you started off a level fairly vulnerable to monster attacks but became more powerful over the course of the level, easily defeating monsters at the end.
* ''[[ADOM]]'' scales a species' level by the number of that species of monster that's been killed. This means that [[Enemy Summoner
** Also, the 'Small Cave' starter dungeon's enemies scale by your level, but in a way that will cause them to ''massively'' outpace you if you don't get through it quickly.
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== [[Tabletop RPG]] ==
* Over the course of its history, ''[[Dungeons and Dragons|Dungeons & Dragons]]'' has been moving in this direction from early editions relying on the DM eyeballing things (or even letting the chips fall where they may using random wandering monster tables) to an increased emphasis on helping [[Game Master
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