CapnZapp
Legend
Luckily I stayed around to nip this one right in the bud: As I said straight off in my initial posts:Right, the issue is just that some people believe very strongly that you don't "punish" the PCs in a sandbox game with an "exciting" fight because they wandered into dangerous territory.
You do one of two things:
1. If you are a nice DM, you give them the opportunity to run the heck away. If you do this, you will not need to worry about frustrating grinds.
2. If you are not a nice DM, you kill the characters with an overpowered fight they cannot win, thereby teaching them a lesson in planning ahead and anticipating dangers, so that their next characters won't blunder into these situations.
In short, either version of sandbox theory tells you that you don't actually have a problem. One theory involves running away from unpleasant fights, the other involves embracing them as a stick in a carrot/stick combination.
Your issue seems to be that you want to make sure that there are areas that are more or less powerful, but you don't actually want to pick either of those two options. In that case, you should go with Umbran's idea and just adjust the difficulty of the regions on the fly. Some people do not view that as a true sandbox, but it does provide open ended gaming and a satisfying experience.
If all you got to say is "not fighting is the solution" then frankly, why post at all? Trying to reduce the problem I want to discuss to either "run away" or "you're all dead" is borderline insulting. Please stop it Cadfan.Our goal here is to generate grind-less encounters that are out of the adventurer's reach - without resorting to what many 4E defendants always propose here, namely not staging the fight at all.