Two players reach the same story quest at very different levels: can it be balanced?
Players who do every side task are far stronger than players who rush the story, and the same boss has to suit both. This entry shows how to compute the weakest and strongest possible arrival level for each story step and see where the spread is too wide.
Why this works
Before any player has tried the game, the weakest and the strongest case can both be worked out from the list of quests. The width of that range, not its middle, tells you whether one enemy can possibly suit everyone.
When not to use it
Skip it when the story is open and players visit places in any order, since there is no fixed list to add up. Also skip it once you have real arrival levels. Use those records and scale the boss by them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 46 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Two players reach the same story quest at very different levels: can it be balanced?" (read_entry rpg-level-on-arrival-spread-by-side-quests) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP