I like some aspects of this approach and dislike others. Having a fixed level system for dungeons is initially appealing because it allows the creators of the game to control how much content is available at what level of the game, making sure there are adequate dungeon experiences for your character at each level. However, it also creates a very rigid narrative of how the player is supposed to move through the world, thus leading to the 'hand-holding' effect. In one way or another, strict leveling will put the player's course through the dungeon crawl in the hands of the programmer.
Well... Thoughts? Am I getting warmer?
Well... Thoughts? Am I getting warmer?
You are getting warmer...
