I'm currently documenting and playtesting a campaign of my own design with my group and I wanted to know if I should be writing upgraded checks directly into the adventure? ie, replacing a purple with a red die because 'the book says so'?
Generally, I try not upgrade checks unless there is a Talent or Ability on an Adversary allowing me to do so, or by flipping over a Destiny point for the more arbitrary challenges I throw their way (the latter also encouraging Destiny point usage more in my groups - we don't use it often enough).
I think these methods are fine normally, but because I'm writing a campaign, can I get away with making certain checks during the story naturally more challenging by defaulting to Challenge die? I saw something like this in an official module (Long Arm of the Hutt) where certain noises were being played over a ships audio system and that caused all skill check difficulties to be upgraded once without the use of Destiny/skills/talents. I'm curious if aspiring campaign writers use the same kind of mechanic? Or should difficulties be baseline, with the writers letting the individual GM's decide when to upgrade checks?