Interesting to see how different games implement current HP/Max HP scaling. In StS, increasing your max HP by X increases your HP by X. In Dead Cells increasing your max HP keeps you at the same percentage of health, and in Undermine increasing your max HP keeps your health the same
Which kinda makes sense for each one. Dead cells has your max health go up exponentially, and healing is all percentage based. StS is sometimes percent based and sometimes a flat number. Undermine is always a flat number
You get even more options when you also consider losing max HP. I think StS doesn't change your current HP when that happens. Gloomhaven is all about damage taken, so any changes to your max HP equally affect your current HP (although changes to max HP are very rare in Gloomhaven).
@MartinEnder Speaking of Gloomhaven, I had a question. Do you have a general approach for playing a single round with a new player in the middle of a campaign? Leave everyone from the campaign at their current level and adjust the new player to match it? Something else?
I think giving a brand new player all the perks of leveling before they learn the mechanics isn't that great, but keeping them at a lower level would be even worse
That hasn't happened to me much. But yeah if they don't mind jumping in mid-campaign (including all the spoilers that involves), I'd just make them create a new character following regular rules and then maybe start with a (rules-wise) simpler scenario.
I'd probably let them choose? I mean the rules allow you to start anywhere up to the current prosperity level, but even I don't make use of that, because then there's no room to progress your character if you're late in the game. I tend to start around 5.
The game can handle some fairly big level differences between characters though. Sure, you're not going to do the majority of the damage output, but you can still have fun at a lower level.
If you're at level 3 or 4, then adding a level 1 character isn't going to be an issue balance-wise.
Yeah sure, though I think my actual issues are the resource gathering and inventory management. It's not even that bad, it's just not the part of the game I enjoy, I guess.
I was similarly stopped, almost entirely by the food/water meters + inventory + food degradation
I had the same problems with The Forest (though that game also had some other things I didn't like)
This is why I like Minecraft's system -- there is mild maintenance in the form of needing to eat and needing to repair/replace tools, but 90% of the game is progression toward what you want to do. Subnautica and The Forest seem to have much higher maintenance/progression ratios