"Gothic II: Night of the Raven" is probably closest to my ideal so far, at least unless you're a Fire Magician in the endgame or have min/maxed your build using all permapotions etc.
From my experience , gothic 2 night of the raven becomes too easy after you finished with Jharkendar and I always went there at the start of Act 2 . I always play pure melee if it matters .
The best is to have a difficulty slider with a wide range of options, which you can tune during gameplay.
But I understand your point, some games suffer a lot from this. Not so much in the "too hard at start" department, but in the too easy to care later on (like Pillars of Eternity). Again, the ability to tune difficulty on the fly helps.
Your second statement is correct . Difficulty slider is nice , but might some players might abuse it ( I did it myself ) , so I personally would prefer unchangeable from the start .
I think its more because you tend to start off as some kind of murder hobo with no skills in a lot of RPGs more than anything else.
That is what I still can't understand , why developers keep sticking to this . Since player usualy gets a mature character to play with , it's quite silly that they are so unskilled and can't do anything .
Telengard , I understand your point . If the player has more freedom , then the developers have harder time managing things he can access .
Ninjerk . Noted .
A way to do it is to just wing it, forget about balance and plan to murder base classes. Then go back to designing the classes and give them tools to overcome said challenges. You will find that characters will be forced to use their classes to the fullest to overcome each and every challenge. Min maxing should allow them to tackle some challenges sooner, playing a substandard character will offer more challenge, but with good enough design min maxing shouldnt be viable anyway. some stuff should target the Min, in minmaxing.
I rather like 5th ed due to this, saving throws tied to skills already solves a lot of problems when it comes to munchkin builds.
Level shouldnt grant so much power as flexibility so you can deal with more situations more efficiently, and hopefully change your playstyle to keep up with the new challenges.
So , if I understand you correctly , you suggest to make the beggining tougher , but make make character's abilities easier to get and player's strength shouldn't strongly depend on level , so the player eventually will choose tools he feels more comfortable with and maximizes what he feels like .
Alright , this might sound good to me , but the main question here is how to handle difficulty in later game .
I suspect that a huge part of solving the difficulty curve is to continue to introduce new challenges to the player, instead of the current convention where you learn 3-4 tricks and they last you for the whole game. This even applies to relatively tactically complex games like KOTC. I would much prefer games where you continue to encounter new types of enemies and rules. POE gives you Shades who fuck up your engagement rules... but then that's about it. Arcanum gives you Ore Golems to fuck up your weapons, but again such 'special' enemies are rare. Where we do get more unusual enemies who don't play by the usual rules, we often get stupid bosses like the Witcher's Kraken that are QTE minigames rather than enemies who creatively optimise the existing ruleset.
Yeah and I hate it when enemies can have special prefixes and player can't , especially when developers try to balance the game with them . The best example I can think of is Might and Magic X , I hope you are familiar with this game , because I am going to explain why I don't like "tricky" enemies , using this game as an example , enemies have immunities , passive abilities to stun , to poison , resistances and other crap like this . Why my characters can't have it ? Why my crusader isn't naturally resistant to light magic ? Why hostile orks are resistant to fire , but orc in my party is not? Why humands with shields have passive ability to stun on crits , but my crusader with shield can't do that ? Why enemies with large weapons can hit multiple characters , but my barbarian with mace as big as himself can't do that ? Wraith in this game is a fucking joke , they are immune to poison as they are undead , so you can't damage them with earth magic , since it mainly uses poison as damage source , they also have high resistance against dark and primordial maigic , so 3 out of 7 magic schools are ineffective against them , they also have high HP pool , so it's not like your warriors can take them down easily , also I was specking my mages in those exact schools wraiths are resistant against , the most excellent experience I had indeed . I hope I made myself clear on this , I feel handicapped , I always thought that such "tricks" kinda humiliate the player , but it's personal opinion of course , I wasted those ghosts with much less problems than I make it look like , but it was very irritating to me . If enemies are given ressitances , immunities , then the player should have full acess to them as well , this is what Telengard was speaking about , that it is hard to balance the game for everyone . While I had troubles with those enemies , other players who developed their characters in different way probably found them easier .
Oh and those Ore golems in Arcanum . The first time I encountered them in Black mountain clan , I decided to come back with blunt weapon , I bought a hammer and tried hitting them with it , but surprisingly it didn't work , for that moment I thought that there is no weapon in the game that can damage them without getting broken , so I decieded to use fists and since I was playing a warrior , and had a 20 strength by that time , it wasn't a problem . But one time I noticed that in order to break some object ( crates , metal doors , robots , engines ) in melee , you have to use axe . I tried to use axe on golems and oh gosh , it works ! What the fuck ?! Why the fuck do you use the axe to destroy a stone golem? Just another game feature , I guess . . . Anyway , I think the idea with tricks is not good , since player has no idea on what to expect next and RPGs are so dependent on level , and usually don't have options for player to change his abilities ( again , this is what Telengard was talking about ) , it's just not fair to make certain abilities player invested in useless or weaker , because there is some sort of the "unique and special" enemy like golem for example , he can't be hit with melee weapons other than axes making your sword warrior useless against him , is that fair ? Would that be fair if golem can't hit warrior who don't wield an axe ? Huh .