My take on difficulty modes, which hasn't changed in 20 years: if your game needs a difficulty selector, it's broken.
it's a long discussion, but in practice some casual player prefer a relaxed style, while others want EVERY fight to be a challenge
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in the context of a random number generator essentially calling the shots... what exactly is a challenge?
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in my RPG is based on stats, there's no randomization. So over the course of 50h, a hardcore gamer could have earned more XP for example
End of conversation
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