you simply don't put them up in active gamespace at all
Unfortunately sometimes you can't really avoid that, though, especially if you need to have creatures that are way above a guy in plate with magical sword (or whole bunch of such guys supported by a mage and ranged weaponry) in terms of pecking order in your gameworld and then you need a way to implement
1) Everyone rolls initiative
2) The party dies in descending order of initative
3) When interviewed about the incident, Ao says he doesn't care
in the least jarring possible way when it comes to mechanics.
If the character is human, there should be a level cap.
Or level asymptote.
I wouldn't want a game where you have to hack and slash 30-50 times at a single enemy to kill it.
Difficulty and HP count don't follow from each other.
Tedium and HP count, OTOH, do.
My general rule is to allow the player to reach a level comparable to that of most powerful characters in the game. There's very little point in having super hard enemies that require unrealistic grinding
You're missing the subtle part where if leveling system is constructed in a way that never allows you to even approach the relative strength of some potential opponents, then no amount of grind will ever alleviate that.
Giants and dragons should always remain majestic and terrible, mostly because the group fights in Skyrim with NPC allies are a blast. And whilst it sucks when a giant clubs me into the stratosphere it's very funny when I see him do it to another guy.
When it comes to Skyrim it should be balanced so that dragons are rare and only beatable by a strong character accompanied by dozens of cannon fodder (expendable mooks hired for single task, military camp or town guard).
And yeah, making your uber creatures beatable with brute force and levels for 1 character or small party just lessens them and your world.
There should be a script that will autolevel the final boss to yourlevel+1. THAT will drive powergamer boys insane.
/trolololo
Actually, while obviously a design crutch, you can make a workable level scaling scheme. You just have to observe some restrictions:
The strongest characters in the gameworld should be inherently powerful and only be leveled up if player tries to exceed their not normally attainable level.
Power structure should be preserved at all times, even if it would mean loss of challenge - for example local arena champion should never be as powerful as endgame boss demigod even if you do the arena after MQ.
Creatures meant to be stronger than mere mortals should remain so regardless of mere mortal's level.
It could even funnier than that. In addition to the boss gaining +1 level, if you level up in a place where the interruption won't cause a break in concentration (NOT in the middle of killing 2 out of 3 enemies or something), you can be treated to a cutscene of the boss guy levelling up with all the appropriate sparkle and fanfare you got...except he's doing something thoroughly mundane, like drinking tea, or taking a shit.
Most elegant would of course be to have the enemies gain strength as the gameworld time passes. Then you've got a real challenge, to gain power as fast as possible.
That would be as shitty as oblivious and as unrealistic. For one, the power structure in the gameworld will generally not change much - there is only as much power character can achieve, and people retire or buy the farm all the time.
Kodeksowy Kutas Karny dla tego pana.
: x