Jump to content

Non-Indicative Difficulty: Difference between revisions

no edit summary
(update links)
No edit summary
Line 97:
** Also, by design, higher difficulties increase your general speed, which makes it harder to keep your line, but lets you score more points in the same amount of time.
* In ''[[Shining Force II]]'', you can pick a difficulty setting of "Normal", "Hard", "Super", or "Ouch!", presented in that order. Guess which one is the hardest difficulty setting. If you guessed "Ouch!", you're wrong, the actual hard mode is "Super".
* In [[Tabletop Game]] modules the convention is that players who fail social or skill challenges have to deal with harder combat challenge or less rewards. ''[[Savage Tide]]'' has an encounter that's too clever by half and inverts this concept. {{spoiler|If his base is on alert, a criminal fakes being a tied up, tortured hostage}}. If the PCs fail for his ruse he follows them and sneak attacks them the next time they get in a fight... with his bare hands despite not being a martial artist. With his sneak attack might do OK damage to one character once before he's ineffectual. If the PCs sneak in or don't fall for it, when they reach him he attacks with a magic weapon instead, which is significantly more deadly.
 
{{reflist}}
Cookies help us deliver our services. By using our services, you agree to our use of cookies.