Do you do this with battles, too? Like, at level 10 are they still facing the final boss and it's an ogre? If not, why is scaling the world around your players for battles okay, but not other types of challenges?
I actually used a level 1 side quest in PotA for level 5 characters. And it scared the hell out of them...
but my point is not using ogres at level 10 as the final boss.
But they still make fine minions.
Also if I build my final boss, if there is a character with +15 stealth in the party, I don't give them +20 perception to counteract. And then add another rogue with +20 stealth in the mix to show the rogue how incompetent they are if they think just increasing stealth at max level brings them anywhere near good scores (they need to have at least 3 magic items that add +5 bonus to actually let them do anything useful).
I assume that the types of challenges a level 10 party is facing are going to be harder, because the players are more powerful. At level 1, they might be breaking into the bandit's warehouse, but by level 10 they are breaking into the vault of a criminal mastermind.
Yes. But even they are not all having stealth and perception that is higher than what the party rogue can muster. The rogue who specializes in a skill should feel that their abilities can match the best of them.
And it makes sense that the vault is going to be much more challenging, doesn't it? Like, the level 1 novice wouldn't have a shot at the vault, and the level 10 expert couldn't be arsed about the crummy warehouse.
But the difference in 4e is that everyone got 1/2 level bonus. So now even some level 10 person who never learnt anything about breaking in warhouses can now suddenly pick those locks or sneak in easily.
As well, from a narrative perspective, what's the point of having obstacles that...aren't really obstacles? I don't get it.
Becaus sometimes it is important to allow players and their characters to feel competent. To actually feel progression.
If you are constantly faced withs challenges that you only have a 50% chance to succeed at, why should your scores go up at all. Why not just using coin flips forever?
Why not just skip them altogether? Why am I going to waste game time on something that is trivial?
If you think allowing your players to feel that they are competent is a waste if game time at your table, skip those.
I think a bigger waste of game time is always using equal level challenges, because those are the encounters that actually take a long time to resolve.
So if I want fun encounters, I try to use rather low level challenges.
This has the added benefit of relieveing pressure from your players to always optimize their characters.
Stop always using hard encounterd and suddenly PCs may play and act as PCs and not as board figures that always do the best tactics.