Originally Posted by LukasPrism
Originally Posted by WizardGnome
The problem is that doubling the amount of mobs or doubling the monster's HP isn't going to work when it comes to increasing the challenge. Difficulty doesn't just scale like that.

I mean, who knows, maybe they'll find a way. But I worry that the reality is that they're going to have a hard time making a more difficult game unless they take the painful step of nerfing the items and effects that *they themselves* inserted into the game.

I started a request thread before happening upon this one. By far the simplest fix, and one that would really enhance the D&D experience, would be to add a new difficulty setting that removes the metagaming information (hit chance percentages, enemy AC, HP, resistances etc). Then players would have to use their best judgement of which enemy to attack, pay closer attention and learn what an enemy's weaknesses are. Rather than being spoon-fed all this information that no sane DM would ever tell their players. RAW players should only know when an enemy has less than 50% HP, not what their total and current HP are.

When I saw that we can get all this info without any effort, my first thought was - wrong. I completely agree that such feature trivialise game, we're not Witchers, we shouldn't know every weakness of every creature. Some classes should be able to pick skill\feat in order to get knowledge about certain type of foes...also if such limitation to be implemented, imo, it should come along with disabling Save option during combat.