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D&D has its immersive elements but also its gameplay elements. All games do that. If those gameplay pull you out of your immersion, there's really no helping that. The game is what it is.
You want immersion so you can pretend the game world makes some sort of sense (it doesn't, Forgotten Realms is the trashiest most basic generic RPG setting, the only thing that saves this game from being that is the extra-dimensional presence of Mind Flayers and Fantasy Romulans oops I meant Githyanki). I want immersion so I can pretend this is an actual game of DnD.
We are not the same.
This could work, but you would then need to increase the amount of those human soldiers encountered late game to make up for their squishyness. Im not sure how well the game system could handle a hoard of level 4 human soldiers.
Then again this system is a lot better than DnD's usual "we resisted arrest and ended up killing a quarter of the population of Baldur's Gate in the process"
If you want immersion, make it so that you don't want to attract attention, so you don't want to kill those level 4 human soldiers or else the BBEG will send his heavy hitters.
Some nobody getting arrested or running away from the guards won't attract the same amount of attention as someone casting Hunger of Hadar in the middle of the street.
But I think it's too late for that.
That's exactly how I read it too but it'd need to be balanced both ways. Auntie Ethel for example would need be balanced in a way that reflects the power of a hag which is nowhere near the level of power we face in Act 1. Nevermind the fact she just jumps up 5-6 levels in the span of weeks by the time we fight her in Act 3
Yes, it's weird that a random low ranking Flamist Fist guarding a jail cell is the same level as a centuries old Vampire or a literal high ranking Devil but so is the fact that we are such gigachads that can go from 0 to hero and slay beings far superior than us. That's why it's a fantasy game and not a training simulator
Sorry I might make my point a bit unclear. I didn't mean what you said. I want it to be an actual game of DND as well. I was talking about the deeper setting of how "actual" this DND game was supposed to be.
I think this is just a long way of saying he doesn't like scaled enemies...
Even though only some enemies scale heavily, and many of them are easy to 1 shot mid-late game (for instance basic guards and towns people)...
I am not really a big fan of scaling enemies (ES IV: Oblivion was a PERFECT EXAMPLE of this)
But this game the scaling is not bad at all, and "weak enemies" are still very easy to kill and in many cases 1 shot...
Yes Yes Yes. You perfectly get it! I expect them to adjust the difficulty in some other ways instead of just making the soldier stronger, which destroyed the immersion.
As you character progress and become stronger, its very common for decent DMs to increase monsters and enemies and challenges difficulties, both in numbers and in design, so the players can feel challenged and put those new skills to use.
In crpgs, the machines or AIs work as a DM. They arent as fun as a real person, but it can also provide a quite fun and more fast experience than one with an actual human, so there are pros and cons. Since the machine, at least for now, cant create scenarios on the whim as a human can (actually they work A LOT before sessions to come with questlines and npcs all ready for you to play), we rely on premeditated design choices, such as enemy positioning and leveling.
The devs could try a procedural route, but many of us prefer curated designs for these games, Tailored to each leveling. That way they can make like, even if you do ALL the quests in the first map, you wont leave it with more than 5 levels. So the max lvl monster in the first map needs only to be 4 or 5. Its a tailored experience