Because of the proposed new tokens, a good portion of the discussion around them is associated with power creep. It makes sense to have a thread focused just on this subject.
1. The game has to stay challenging to succeed
I believe the vast majority of players want a True Dungeon game where we feel challenged in the game and there is a sense of earned victory if we win. In order for that to happen, it is necessary for the rooms to be designed in a way that challenge us.
If this doesn't happen, you end up with unhappy players who cruise through runs with no difficulty or TPKing parties repeatedly making them feel like trying is pointless.
2. How does TD adjust difficulty to challenge us and how does power creep impact the game?
Designing a room (especially combat rooms but this also applies to puzzle rooms to a lesser extent) requires making assumptions and modeling what will happen if a party of 10 characters faces off against X opponents.
Logistically, you can't change out the actual creatures based on party composition or difficulty level. The best you can do is to adjust the creature abilities and/or nerf character abilities. Any solution has to be something you can scale to a hundred volunteers and kept simple enough so that it can be consistently repeated to ensure it works. That precludes having a large number of difficulty settings based on how the game exists today. Presently, we have volunteers who get difficulty settings correct in rooms 90%+ of the time with just non-lethal (which is normal without killing anyone so it doesn't really count as it's own difficulty setting), normal, hardcore, and nightmare. Even though epic is new and not completely rolled out consistently - let's assume it also exists as an established difficulty level. That leaves us with 4 levels of difficulty currently. Within that, we need to balance the game between groups that may be an average of +4 to hit/damage w/ACs around 16 and 20-30 hp on normal to +30 to hit/+50 damage w ACs above 40 and 60-90 hp (plus significant resistances/DR) on epic. Add to that special abilities such as doubling base spell damage and similar traits and you end up with a party range of +4 to hit and max damage (assuming normal crit distribution) per round of 150 (if everything hit) to +30 to hit and max damage (assuming normal crit distribution for exceptionally equipped characters) per round of 1,000.
The swings in those power levels is why the current tiers are already problematic.
If you just split it up by max damage per round, to hit average, hp, saves, and AC you end up with:
Damage dealt to hit HP Saves AC
Normal: 150 +4 25 +2 16
Hardcore: 300 +12 45 +10 26
Nightmare: 700 +21 55 +18 36
Epic: 1,000 +30 75 +26 46
You end up with a MASSIVE power spread happening.
Using damage output - this has the variance between characters at hardcore of (if they hit) 30 to 70 damage per round. This range is actually worse than it looks - remember that clerics are usually healing and the bard is contributing +2 per person (resulting in +18 total excluding themselves) (normally) at this level. Damage dealing characters would actually need to average 15% more to off-set the other roles - meaning they need to average 35 damage per round if they hit. If the bad guys are tuned for 3 rounds of combat and being hit 50% of the time, that would give them around 400 hp. Characters on the top end of this tier would be doing 80 damage per round and +8 better to hit (meaning they hit 90% of the time now). Suddenly, 3 characters not powerful enough for nightmare in this model would kill every boss by themselves without the rest of the party's help. With the party's help, the combat ends round 1 90% of the time.
Using AC - if the assumption is that everyone has an AC of 26 and the creature is to hit 50% of the time, it would be +13 to hit for hardcore. If someone comes in with just rares, it's possible but unlikely that they'll have a high enough AC to match that expectation. Those players would be taking substantially more damage than expected. At the same time, the damage dealt would increase by 50% - that same character is now getting slaughtered. On the other side, someone comes into hardcore with an AC of 33, they aren't going to be challenged very often. 33 is lower than the next swing for Nightmare. Realistically, you don't want more than 5 step changes in difficulty in order to challenge players.
Using save effects - the bad guy casts hold person - will save DC 22. If someone is playing with less than +10 saves, they are going to fail pretty often against this level of difficulty. Similarly, if someone comes in with +16 - they will succeed most of the time.
The bigger the top end numbers get, the bigger the spread between difficulty levels. In a D20 based system, a +1 to hits and saves is a 5% variance. We have characters with 30's for saves, over 100 hp (with tons of resistances), AC's above 50, and a third of the classes able to routinely do over 100 damage per round (Monk, Ranger, Rogue (2 rounds per combat), as well as Wizards doing 70-80 damage per round including area effects for the first 20. Druids can now do 60 per round either casting spells or rampaging as an elemental putting them on par with barbarians, fighters, and dwarven fighters (pre-crits). We'd have +40 to hit characters if there were any creatures that needed that much to hit to damage them.
This is what broke many organized play RPGs and card games - power creep on the top portion of players (in our case, most of the collectors with more than 4 or 5 URs) quickly results in inability to tune difficulty to the majority of the player populace. It becomes impossible to accurately tune anything but the lowest level of difficulty.
Add to this problem having blind party composition where people couldn't buy out entire runs - this results in wildly varying power levels and adjusting to the easiest level of difficulty that the party can handle (why many of us will equip others to try and make it somewhat challenging). We have to buy out entire runs and organize them ourselves to try and avoid being in those runs where we can (especially at GenCon). Even pre-built parties are seeing nightmare runs where the party cake-walks through it because the difficulty is right for the lowest powered individuals but others are vastly over-geared for it (normally trying to tone their own gear down a bit to make it challenging).
3. Why should we care?
We want the game to be fun. We want to use the cool new toys we have and still be challenged. We also want new players not flee from it because of the vast power differences making rooms either cake-walks or unwinnable - no new player base means no TD before too long.
We're very fortunate to have people running True Dungeon who actually listen to and respect our opinions. We're the most knowledgeable regarding how runs have been going and usually are ahead of TD in coming up with new and creative ways to break the game. We can make a difference to fix this.
3. How can power-creep be solved?
This is where most of our discussion should be, I think.
A. New tokens - Limit new increases to damage to slow growth of the top end. We don't need weapons that do more damage every year and items that increase our stats (especially STR) infinitely. It's easy to sell those to vets but it hurts the game in the long run. The reality is we'll buy items we think are interesting more than anything.
B. Have max stats or bonus caps based on run difficulty. Your AC 50, +50 damage dwarven fighter would be capped at AC 30, +25 damage in nightmare (or some other set of numbers). Tuning would need to be done to adjust for special abilities but that's within reason given the size of the community (referring to items like charms of quick strike, mad evoker's charm, raphiel's necklace, etc.) The downside to this is the power creep moves a bit sideways there - if you know you won't have an AC higher than 30, you don't use a ring of protection +6 and move that into damage or something else. The tuning would be key.
C. On the highest end, put absolute caps on stats, saves, and bonuses. No Str over 40, no Con over 40 (actually not sure that high is possible yet), etc.
D. Special mechanics tied to characters well outside the normal range for a difficulty level could be introduced. This would make DMing harder - essentially, the overpowered characters attract an extra opponent or divine intervention damaging them each room, etc.. I'm not sure I love this idea but it was suggested before.
E. The sliding boards could have magnets built in that would change how pucks slid in various circumstances. The problem there is it would likely just impact everyone - not just targeted characters to adjust for power levels (doing that would require much more sophistication on the puck and table designs)(though, this could be done via RFiD in the future).
Thoughts? Comments?
Fred