Dante wrote:
Given the nature of the world of Arcanis and most adventures, to me the challenge is not combat but figuring out how to overcome the scenario with my brain <snip>
Those are the unique challenges that Arcanis presents, and those are the challenges where characters of any tier can succeed or fail as easily as any other.
If I cared about challenge in combat, I'd play any of a huge number of game systems and campaigns that are combat-focused. The Arcanis RPG is intentionally designed so that death is unlikely. Let Arcanis challenge us in the ways that are special to the world.
It's a valid view, but one of many reasons people play the game. Not everyone is in it for the problem solving either because other elements are of greater interest or because it's not their strength. Even once you solve the puzzle, there's usually some action that needs to be taken so that "bad things" don't happen. John's question is more whether storytellers are losing tools from their toolbox in making for exciting adventures because challenges are harder to make mechanically meaningful.
Extending the mechanics into in-game, if it's quite possible to have an individual who can heal wounds, banish exhaustion and restore fatigue, what's to prevent an organization of any type (military, clandestine, whatnot) from running people pretty much 24/7, non-stop in attempting to achieve their goals? If the only solution is to knock them all unconscious and tie them up or kill them, why don't we see more impact like this on the world?
Consider this a problem to solve. And.... GO!
With a sweep of his hat,
Paul