Imaro
Legend
And I said otherwise... where, again?
You claimed I forgot it... I was reminding you I didn't.
Which I said... where, again?
Well if you know that how do you reconcile that knowledge with claiming encounters are pacing for worldbuilding as opposed to what they are pacing for... the adventuring day?
How do the job lots and encounter #s change from 1st through 15th so that the encounters make sense from the world description, again? At 1st, they always run into small groups of weak Wyrms, but at 15th it's big groups of strong wyrms or small groups or singles of very strong wyrms (with wyrms defined however you like as a group of foes). What part of the story of the Dark Forest of Wyrms supports that no powerful wyrms can be found when the party is 1st level, and then no weak wyrms can be found when the party is at 15th level? Or the gradual transition that exists in-between?
Here we go again... you ask me a question, then present an answer and finally try to push me to answer the question based on the answer you've given.
How about we use our creative juices and have the adventurers at lower levels also run into the occasional powerful but wounded, dead, dying, crippled, etc. wyrm... as well as the occasional hatch-lings and young wyrms...that have wandered too far from their pack, gotten lost etc... maybe some single wyrms that haven't found a pack yet... gigantic wyrm skeletons and so on. While higher level adventurers could run into singular healthy powerful wyrms, fully formed large packs of weaker wyrms, medium sized packs of stronger wyrms and the occasional legendary wyrms that were though to be rumours and myths. This is all of course along with the other encounters one would find in this forest...
Honestly I keep finding it strange that all of your examples have both 1st level and 15th level adventurers in the same area fighting the same things. You want to talk about breaking consistency and verisimilitude... it would be this for me. Why are 15th level adventurers still wandering the locales of 1st level adventurers... it seems like a silly restriction you've created to try and prove your point. Ultimately there is a point where the dangers of an area are so insignificant to a band of adventurers that they wouldn't have adventuring days in said area... you seem to ignore that little bit of consistency when it's convenient.
The deadliness of the wyrms? They're of small threat to villages when the party is 1st level, and threats to kingdoms at 15th level. Where are the kingdom level threats at 1st, and where are the village nuisance threats at 15th? The world is only presenting things dangerous to the PCs, and only within a narrow band defined by their level, and always in lots of 3 per adventuring day (which is one day by the default assumption, changing that is part of worldbuilding as well), and that's not well explained by the Dark Forest of Wyrms.
See above... age ranges, size ranges, breeds, etc. can all be used as well. The world isn't presenting anything, the PC's are having an adventuring day and thus are encountering things within the presented scope and pacing of an adventuring day (I thought you understood this??). Again I have to ask why would 15th level adventurers have an adventuring day in an area 1st level characters wouldn't be instantly wiped out in?
To address another of your concerns...it doesn't have to be in lots of 3... there are rules for multi-part encounters which can be used to get some variation when needed.
And finally again... as long as they have adequate prey... why would wyrms seek out settlements to attack (and possibly be badly injured in the process)...as opposed to sticking to their hunting grounds... in the forest?? again a bit of silly inconsistency to try and push your point.
Banding is part of worldbuilding -- THIS area is for when their 1-5, and will have threats for them but become safer as they level, and THIS area will be for 6-10....
No... I just showed you why and how that doesn't have to be the case...
You're planning your worldbuilding around your players, and how you plan that is influenced by your pacing mechanism. If you change pacing, you need to change some assumptions about what's where and what levels it addresses.
The pacing is for adventures... thus the adventuring day. When there is no adventuring day these encounters don't happen... thus they can't be the pacing of the world because there are gigantic swaths of time where they aren't encountering anything... there's downtime... If anything the pacing of the world has to be a mixture of both.
Are you saying that encounters reflect nothing about the world? Clearly not, given your ridiculous previous strawmen about rocs on the ocean floor. If your encounters are built entirely with the world in mind, how are they not reflections of that world? And, if at 1st level, all I meet in the Dark Forest of Wyrms are little wyrmlings in small packs, but at 15th all I meet are powerful wyrms that can devastate towns, then aren't those reflecting something about your world? Aren't they directly saying that the Dark Forest of Wyrms has gone from a place of wyrmlings to a place where threats to kingdoms exist? If it was always both, why does it only confront the players according to their ability -- why do the wyrmlings so successfully hide from the 15th level party and the powerful wyrms hide from the 1st level party?
LOL!! Now it's ridiculous again...smh
Encounters are impacted by worldbuilding, I've maintained this position since we started this discussion... thus they reflect (not create or influence unless you choose to let them) the world.
Now to answer your question...You only meet small packs of wyrmlings because your DM's imagination and creativity aren't up to the task, plain and simple. I've come up with numerous encounters outside of this that reflect a forest where there are greater dangers in less than 5 mins of thinking. But then your DM is also the type that apparently thinks 1st level adventurers and 15th level adventurers should be doing the same things in the exact same areas... again a lack of creativity and imagination. I mean is it that hard to vary a pack of wyrmlings so there are stronger and weaker members?
Also and I have to point this out a deadly encounter is anything with an XP rating of Deadly per the DMG or more... so deadly encounters can actually be anything mre than the Deadly Threshold.