Grey - Easier than "Green" - will not provide any XP or Loot Green - Easier than "Blue" - Barely worth the effort, but still provides XP and Loot Blue - Easier than "White" - Might be a challenge for 1 player, might not White - Even encounter for player (generally) Yellow - Harder than "White" - Challenging for 1 player Orange - Harder than "Yellow" - Nearly impossible for 1 player Crimson - Harder than "Orange" - Definitely Impossible for 1 player
To add more flavor, variable difficulty is introduced by the means of multiplying the attributes of each color-con by a set amount.
Example:
2 Arrows Down - a LOT easier than normal con, think "Peon" (zug-zug!) 1 Arrows Down - Easier than normal con, think "Henchman" 0 Arrows - Normal color con. No modifications. 1 Arrows Up - Harder than a normal con, think "Lieutenant" 2 Arrows Up - a LOT harder than a normal con, think "Mega Boss" Now, the difficuly of this system, is that it is misleading somewhat.
a White ( - - ) con mob is not the same as a Green mob. a White ( - ) con mob is not the same as an Blue mob. a White ( + ) con mob is not the same as an Yellow mob. a White ( + + ) con mob is not the same as an Orange mob.
Think of the ( - ) and ( + ) as meaning "x0.5" and "x2" in terms of levels.
a White ( - - ) mob will have a quarter the defence, hitpoints, and attack as a normal White mob. a White ( - ) mob will have half the defence, hitpoints, and attack as a normal White mob. a White ( + ) mob will have twice the defence, hitpoints, and attack as a normal White mob. a White ( + + ) mob will have quadruple the defence, hitpoints, and attack as a normal White mob."
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