This is just a bizarre slippery slope argument. A helm of underwater action makes an otherwise difficult underwater encounter easy, but it does not make you curb stomp (literally or figuratively) all possible opposition. A scroll of control winds turns an otherwise difficult encounter with sprites into a cake walk, but it does not make you curb stomp all possible opposition.Kaelik wrote:Because the claimed idea was that you balanced the game on no magic items of any kind, and then still provided each and every PC with multiple magic items. At that point, you are not winning slightly harder, you are literally just curb stomping the challenges the book tells you to face.FrankTrollman wrote:I was with you until this. The fact that they can beat harder challenges or more challenges of the same hardness or whatever, does not mean that they should face stronger or more numerous challenges. You're basically mixing up "is and ought" to stealth in a demand for a hard level treadmill. Why? Why not just let players who get some asymmetric power actually win a bit harder?
In fact, you could have items that made encounters easy, and you could have a very large number of them, and you could still find that a considerable number of remaining challenges remained hard. What you're arguing is a strange reverse sorites paradox, and you're not actually making sense.
The reality is that the difficulty is supposed to be set to the point where the players win. That's the difficulty that encounters are supposed to have, because otherwise iterative probability being what it is, the players won't get very fucking far. In fact, the longer the game goes on, the easier individual encounters have to be, because otherwise iterative probability is going to fuck you up. If you have a 2% chance of losing an encounter, and you're supposed to do 13 encounters a level, you have an eighty percent chance of losing sometime before you reach 7th level. If you have only a 1% chance of losing an encounter, you still have a seventy three percent chance of losing before you hit level 11.
So from a simple mathematical standpoint, you fucking need the individual encounters to become less threatening over time. So not only are you fucking wrong about the paradigm of magic items that make specific encounters easy necessarily making all or even most encounters easy - but even if you were right about that, that wouldn't be a bad thing. The game needs to get easier over time, because otherwise longer campaigns can't fucking exist.
-Username17