Too much stuff going on... Thats probably why people dont micro-manage all the variables like that. And to be fair, I assume a lot, if not most mappers are focused on a strong and driven storyline setup in their maps, and will focus energy on learning and implementing the mechanics to make that vision come together, and that means more time obssessively polishing the map to perfection, and less time for last minute managerial stuff like difficulties.
Look, Im sure it can play a huge part in some peoples enjoyment, to have a toned down version of a map to play, but I also see how maps are simply thought out as a single playing experience. To use an example of yours, not that you meant the contrary, but when you find a locked door in a map, it means the author specifically wants the player to look for a key for it, thats part of the story. The same for a guard he wants you to best, etc. A lot of stuff doesnt allow for a lot of toning down unless they loose their place in the story. Of course that doesnt mean you cant really go through a map and set it for varied difficulties without loosing anything in the feel of it (doing it manually when needed), Im just elaborating on why a lot of people dont actually implement them in a very discernible way.
But this is not really the thread to talk about this.
Edited by RPGista, 20 February 2015 - 03:54 PM.