I thought it might be fun to look at ways Larian can present various difficulty levels in this game based on the way things seem to be headed. Ideally tweaks that could be implemented fairly easily, and avoiding the easy route of simply buffing enemy HP and hit chance. Scaling difficulty of encounters by adding more enemies feels more D&D, but may not be practical.
Here are some ideas. I’m not saying these should all be implemented at the same time (that would be overkill):
• Loaded dice on vs off
• Stricter stat generation for harder modes (maybe standard array only), unlimited rolling for easy
• Three short rests per long rest for easy mode, only one for hard mode
• Less or no food required for resting in easy mode
• More beneficial random items in easier modes (esp potions, scrolls, food)
• Higher chance of random encounters interrupting long rests in harder modes
• An exhaustion system for hard mode if rests aren’t taken
• True line of sight for a tactical mode, so you can’t tell where enemies are if you can’t see/sense them. Perhaps individual players in Co-op can’t even see allies that are out of sight
• Larger parties would make for an easier run (without encounter scaling)
What changes would you like to see for difficulty levels? We don’t necessarily need clearly defined levels, it could be more granular – with a range of options presented at the start for various play styles (eg people who don’t care for managing resources but want challenging combat, or want a tough run with a large party).