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Encounter Threat System

Encounter Threat System

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by proper_simple_29959· on Chub· added

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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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