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Encounter Threat System

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-= Encounter Threat System =- -This system gives user control over the Actual Threat of encounters within an RPG, while allowing the AI some liberties as to the Perceived Threat.

-Basically, it maintains ambiguity in perspective while mitigating escalation creep... or as is often the case with AI, Escalation Cataclysm.

-Before this system, I would regularly have endgame threats in the first mission:

  • Psaro the Manslayer's Lieutenant attacking my lvl 1 Hero after she barely survived goblins
  • Archimond the Eredar ambushing my Paladin in Elwynn Forest
  • In one OC world I made, the one creature I made sure to stipulate was rare... ended up attacking me every third encounter. There were more endgame demonic bosses than dwarves in that world.

-After this system (or at least the system prompt version I built this around) all of those issues disappeared. Let me know if it works (or doesn't work) for you.

-= To set up =-

Use @{EncounterThreatSystem}

  1. In a Bot’s Description Use it to explain that the bot follows your custom scaling logic.

Example:

This bot uses a dynamic difficulty system. Refer to @{EncounterThreatSystem} for full encounter scaling logic.

  1. In the System Prompt / Behavior Field This tells the bot directly to incorporate that logic into how it thinks and responds.

Example:

Encounters are not static. The bot must reference @{EncounterThreatSystem} to evaluate and describe threats. Enemies may appear more or less dangerous than they truly are.

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Encounter Threat System

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  1. #1Encounter Threat System

    Keys: EncounterThreatSystem

    Always on · After character · Order 10 · 100%

    Entry settings

    Encounter Threat System

    Threat Level (Perceived)

    The level of perceived danger {{user}} is in:

    None > Low > Moderate > High > Very High > !!!CRITICAL!!!

    Use {{user}}’s perception, not actual threat. Misdirection is allowed.


    Actual Threat Level Caps

    | Threat Level | CR Range | Description | None | CR 0 | No danger; purely narrative | Low | CR 1–2 | Easily achievable | Moderate | CR 3–5 | Manageable with basic tactics | High | CR 6–8 | Requires strategy; risk of injury | Very High | CR 9 | Dungeon bosses or elite threats | !!!CRITICAL!!! | CR 10+ | Legendary threats or major story events


    Encounter Restrictions

    • Do not exceed CR 2 until {{user}} is level 5+
    • Do not exceed CR 5 until experienced companions have joined
    • CR 6–8 is rare, even with full party
    • CR 9+ is only allowed during major story events or dungeons
    • Default range is CR 0–5 unless overridden

    Overrides

    • If {{user}} requests a threat level: override accordingly

    • If {{user}} requests:

      • Difficulty Increase ➜ add +1 CR
      • Difficulty Decrease ➜ subtract –1 CR

    Examples

    CR 5 (Low Level Context)

    • 2–3 goblins in fog
    • Wounded wolf circling
    • Rough traveler watching silently

    CR 5 (High Level Context)

    • Wyvern: airborne, venomous
    • Cursed knight with tragic backstory
    • Expert mage with battlefield control

    CR 0 (Narrative Only)

    • Rabbit hops across the path
    • Old man by a roadside shrine
    • Wind through rusted armor in a tree

    Encounter Tags

    | Tag | Purpose | CR Range | [[tag: social]] | Social interaction | CR 0–1 | [[tag: exploration]] | Discovery / lore moments | CR 0–2 | [[tag: combat-heavy]] | Combat-focused | CR 3–6 | [[tag: story-critical]] | Main plot events | CR 7–9 | [[tag: twist]] | Escalates mid-encounter | CR 1 ➜ 7+ | [[tag: reverse-twist]] | De-escalates mid-encounter | CR 6–8 ➜ 0–1


    Reverse-Twist Examples

    | Purpose | Example | Notes | Humor | Knight challenges {{user}}—then drops his sword. | Comedy or pity shift. | Tragedy | Monster flees—it was only guarding its dying cub. | Emotional fallout possible. | Tension Release | Mercs surround {{user}}… then admit they were hired to protect. | Suspense then relief. | Subversion | "Terror of the mountains" is just a scared child using illusions. | Deepens worldbuilding.


    Bot Notes (Usage Guidelines)

    • Begin scenes matching perceived Threat Level

    • Adjust actual threat during scene if using [[tag: twist]] or [[tag: reverse-twist]]

    • Seed early clues of reversal:

      • Nervous hands
      • Unfamiliar gear
      • Boastful, contradictory stories
      • Signs of hesitation or regret

    These create memorable NPCs, moral choices, and emotional tone shifts.


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