jgsugden
Legend
Generally no. However, if you want them to scale so that they continue to provide challenge, you could provide them with a reason to scale. It could be as simple as the campaign starting in fall and then seeing the weather worsen in winter ... or it could be that a BBEG is getting more and more powerful and impacting the weather... or it could be that a curse on the lands is slowly worsening.
Personally, I tend to think of challenges for PCs falling within certain tiers. Once they "age out" of a tier, the challenge tends to be ignored or resolved so that PCs no longer need to consider it. This keeps the game from dragging on with challenges that are insignifcant to the PCs clogging up our time. Here are some examples of what I mean:
Levels 1 to 4: The PCs need to plan their food, water, shelter and ammunition. By the time they hit level 5, these challenges will no longer be generally relevant. They may find magic food provision, have the Tiny Hut spell (or another magic shelter), have a quiver of Elhonna, or be able to hunt, forage, and create shelters due to skills. Regardless, even if there is no explanation, I just stop asking about these things.
Levels 5 to 10: This is where we start phasing out most mundane locks and traps. By this time, one PC tends to have a super high investigation and/or perception. When they get hit by a trap, they feel like I'm not respecting their investment. That is not fun. To keep the investment relevant I'll tell them when there was a trap, but make it clear it was not a challenge and they dealt with it.
Levels 11 to 20: By this point, travel is mundane. They can fly, teleport, or otherwise relocate without many threats. The journey stops being a significant part of the game. If they elect to travel by horseback between towns, I do not roll a random encounter .. because it just feels punitive to them because they lowered themselves to mundane transportation. I may say something along the lines of, "6 goblins decided to attack you as you began to set up camp ... do you kill them, capture them or do something else?" We won't throw a Bulette at them just to drain hps right before they rest.
Personally, I tend to think of challenges for PCs falling within certain tiers. Once they "age out" of a tier, the challenge tends to be ignored or resolved so that PCs no longer need to consider it. This keeps the game from dragging on with challenges that are insignifcant to the PCs clogging up our time. Here are some examples of what I mean:
Levels 1 to 4: The PCs need to plan their food, water, shelter and ammunition. By the time they hit level 5, these challenges will no longer be generally relevant. They may find magic food provision, have the Tiny Hut spell (or another magic shelter), have a quiver of Elhonna, or be able to hunt, forage, and create shelters due to skills. Regardless, even if there is no explanation, I just stop asking about these things.
Levels 5 to 10: This is where we start phasing out most mundane locks and traps. By this time, one PC tends to have a super high investigation and/or perception. When they get hit by a trap, they feel like I'm not respecting their investment. That is not fun. To keep the investment relevant I'll tell them when there was a trap, but make it clear it was not a challenge and they dealt with it.
Levels 11 to 20: By this point, travel is mundane. They can fly, teleport, or otherwise relocate without many threats. The journey stops being a significant part of the game. If they elect to travel by horseback between towns, I do not roll a random encounter .. because it just feels punitive to them because they lowered themselves to mundane transportation. I may say something along the lines of, "6 goblins decided to attack you as you began to set up camp ... do you kill them, capture them or do something else?" We won't throw a Bulette at them just to drain hps right before they rest.