You have some good points, Bendris, and I'd like to go over them...
Bendris Noulg said:
Tailoring encounters to fit the party doesn't mean changing the world, unless you design entire regions that are lethal to low-level PCs. Tailoring encounters is simply a matter of ensuring that whatever the PCs encounter they can handle. For instance, if a low-level party goes into the Necropolis looking for the Lich Lord's Lair, they most certainly should not find it. This would kill them in a heartbeat. However, going into the Necropolis, they will encounter the skeletons and zombies that the Lich Lord regularly stocks the area with to defend his home. If the PCs are 8th-10th Level, so much the better, cause now they can encounter ghouls, lesser fiends, beafed-up skeletons and zombies, but still don't find the Lich Lord.
This seems to be a little iffy. Certainly the Lich Lord would guard his lair. Thus, having lower-CR critters there makes sense. As characters grow in level, they can go deeper and deeper, until they become a match for the Lich Lord.
By the same token, if the PCs don't have a Rogue, than this should be considered when designing an adventure (no insta-kill traps with Search DCs above 20). Same with any class.
This I disagree with entirely. You should always design an adventure in the way that makes sense with the background and story behind it. If the main villain is the paranoid type, then there are
going to be traps, and more than likely they will be lethal. However, as with all information, there is a way to find this out - so if the party is smart, then they will seek out as much information on their adversary as they can get, including the fact that the main villain is extremely paranoid. The logical next step is that, if the villain is paranoid and has a lair or dungeon somewhere, that it's going to be trapped. Thus, the party should be prepared to deal with traps that may be slightly hazardous to their health.
And, if the party can't put 2 and 2 together, or doesn't bother to do a little bit of research before they go into that dungeon... well, perhaps they'll learn a lesson or two.
None of these games would have been successful if I enforced a false need for a cleric, or required the wizards to face a challenge only sheer might would solve, etc. Just a matter at looking at each PC's ability and the skill of the player and developing balanced encounters for them.
The need for a cleric is never "false". Perhaps, instead of having a cleric, one of the party carries a
wand of cure light wounds, or has a stash of healing potions. Then there is always the druid, which, although not a cleric, can fulfill some of the same roles. There are also paladins and rangers.
And the wizard - sheer might should be no problem! With
summon monster spells available, no obstacle requiring "sheer might" should prove that problematic. Even if the wizards/sorcerers in the party do not posess this spell, there are certainly scrolls or teachers in the world that hold this spell, or mercenaries for hire that will gladly perform such dirty work for the right price.