Well the general concensus is that if you're doing roughly the same thing you should keep it in the same scene...
With the terrain... I'm running into a several problems... Some of it is because I'm deciding what I want between several different options... but seamless infinite terrain is possible, but you have to write your own script or buy one or find one so that the terrain loads chunks that spawn and despawn as needed. I don't quite get the coding to impliment this... or at least not sanely as I'd want to impliment something like 120km squared amount of terrain divided into 1 or 2km squared chunks and the only way I understand how to do get all those chunks laid out and with the right height map is make it 1 terrain which doesn't help.
what I am currently doing is using a seperate scene for towns which I could do more or less seamlessly provided I can perfectly match the 2 scenes' coordinates so that I can translate between them and have any thing that would be showing between the scenes in the other.
The above is more of a secondary problem though as there are other options if I can't find and impliment the solutions I find... which I have found several, but haven't been in a mental state to be able to try to figure them out.
The main thing I'm concerned with is the "tall grass" thing...
When I load up the scene I pass to a "player state" script that my current map is whatever the name is... I also keep that "player state" updated with the player's coordinates on that map.
When the palyer enters a collider it sets off a number that equates to you will have an encounter in x steps and then when x steps happens, it sends the player to a different scene for battle.
Now Supposing I am on Map "DebugTown" and I have 2 "tall grass" areas that I want to spawn different sets of MOBs...
A simple, but very tedious and I'd guess bad way to do this would have a script attached to each of the tall grass colliders which specifies that specific location. to do this would mean creating possibly hundreds of scripts that equate to about 3 to 6 lines.
Another way is that I could when the player is passed to the battle scene the battle scene reads the current map and then scan through a bunch of hit box zones and if the Current position of the players is in a zone, select from the spawns... This seems like it would be stupid because it opens it up to the situation where the battle scene is called, but the mob is undefined.
Neither way I'm thinking seems like a good idea and If I get the seamless terrain working I'm going to run into this problem...
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Of course these wouldn't be as big of an issue if I could figure out how to impliment a battle system that is more action base... but the problem there is more of a map design issue. The MOBs I want to range in scale from 1 to 10 meters and the world map to be largely forest, however... the forest doesn't look right if trees are spread out far enough to allow movement for such large MOBs... and then again I'm not quite sure how a forest's tree density would be altered with such monsters running around.