Two orcs
Officially better than you, according to PoN
There are many mechanical yardsticks to measure difficulty in old school D&D. Number of HD of the opponents, their organization, expected resource drain due to attrition from wandering ecounters or enviromental hazards, resource drain in the form of obstacles that require gear or spells to overcome, hidden passages that need to be found (draining time or spells!) and puzzles that need to be figured out etc. etc.
But I want to discuss not the how of the challenge but rather the shape of the challenge. The shape I aim for when designing is a moderate upward slope with some obscuring vegetation which could very well conceal an ambush or pitfall. Basically, if the players sleepwalk through the challenge they'll encounter moderate resistance before falling afoul danger they should have predicted that maim or destroy them. In a way this is anti beer & pretzels, if you as a player just throw some dice and take things casually without engaging your spider sense or empathy (of the designers intent or the known or unknown NPC opposition) you'll ideally be met with failure.
A small example in my latest module (Tidal Terror Tower). A level appropriate party can probably hack their way through the tower, if raided when its own raiding force is away. But if they don't account for the lizards sending a swimmer to alert their force which is ashore they'll soon face overwhelming odds. If they just hack through the tower they'll gain the treasure inside, but if they don't understand the (literally) underlying threat the bigger prize (a barony and saving local civilization from collapse) is lost.
Anyone else think of their difficulty design as a shape? What shape(s) do you use?
But I want to discuss not the how of the challenge but rather the shape of the challenge. The shape I aim for when designing is a moderate upward slope with some obscuring vegetation which could very well conceal an ambush or pitfall. Basically, if the players sleepwalk through the challenge they'll encounter moderate resistance before falling afoul danger they should have predicted that maim or destroy them. In a way this is anti beer & pretzels, if you as a player just throw some dice and take things casually without engaging your spider sense or empathy (of the designers intent or the known or unknown NPC opposition) you'll ideally be met with failure.
A small example in my latest module (Tidal Terror Tower). A level appropriate party can probably hack their way through the tower, if raided when its own raiding force is away. But if they don't account for the lizards sending a swimmer to alert their force which is ashore they'll soon face overwhelming odds. If they just hack through the tower they'll gain the treasure inside, but if they don't understand the (literally) underlying threat the bigger prize (a barony and saving local civilization from collapse) is lost.
Anyone else think of their difficulty design as a shape? What shape(s) do you use?