Sorry, Elf Witch, I don't think I was quite clear in what I meant.
Sure, you have to tailor your game to the group. Of course. But, my point is, the degree of tailoring changes significantly when dealing with casters or non-casters.
If I want to challenge a group that has no casters in it, I can easily do so with any number of environmental, combat, non-combat, exploration, or whatever scenarios. After all, the PC's only have a very limited range of capablities to deal with whatever they are facing.
For example, you example of lots of undead doesn't really matter to the non-caster party. They deal with masses of undead the same way they deal with any mass of baddies. Unless, of course, the undead are all flying and incorporeal, but, then, cleric or no cleric, they're likely boned either way.
To a mundane party, how does a mass of zombies differ from a mass of orcs or anything else?
The problem is, with casters, several scenarios that would be normally challenging become trivial. Crossing the mountains is an interesting scenario with a mundane party, but, takes a day or two with teleport. As an example, in the Savage Tide Adventure Path, the group takes about six months to travel from their home base to the Isle of Dread. It's a major undertaking with all sorts of fun stuff on the way.
Three levels later, it's two teleport spells to get home.
This is where the problem of dependence becomes dominance. What's the point of having our tricked out ship, spending all those ranks on sailing the ship, etc, when the wizard makes our ship obsolete?
Now, you can continue to contrive scenarios where the group needs the ship (which is what the STAP does), but, again, we're running into a situation where it's not tailoring the game to the group, but tailoring the game to one or two characters within the group.
In order to truly challenge the casters, you have to narrow down so much on what you can do as a DM. Every adventure has to be written to specifically counter the capabilities of the casters or the casters run amok.
I don't want the wizard to "allow the team" to do anything. I want the wizard to help and be helped by the team.
There is a huge difference depending on what kind of undead you are dealing with deal with the ones that can paralyze and without a cleric you could be just hosed.
Most modules when using undead add in quite a few based on the cleric being able to turn some of them. The encounter was not designed to be handles solely by bashing on them.
I don't know what to say I don't have any issue making challenging encounters and the games I play the wizard does not make everyone his lackey.
So I don't really know what to say except that when we played 4E no one wanted to play a wizard because we felt it had become the boring class. Which is how most of us felt about the 3E fighter.
I never ever heard this until near the end of 3E it suddenly became a major topic of conversation along with the 15 minute day issue. A lot of times I read well the wizard can do this and this which they can on paper but I have never actually seen it in play that way at the table.
In actual game play things don't go as smoothly with random dice rolls and other people involved.
Take the issue with teleport we very rarely use it in game because part of the game fun to us is exploring and the trip is as much fun. Teleport is used for emergencies and when the DM says you need to be here there now.
So part of me wonders if the players are using teleport to get around encounters maybe this is not a rule issue but a table issue and the DM is not providing interesting things to make the journey itself fun.
Then there is the issue of saying that the rest of the characters don't have any narrative control yes on paper that is also true but in game play I have never seen this. We all talk and decide the best course of action and if that means it is the wizard casting a spell to make it happen then we are okay with that.
We don't spend a lot of time worrying that this PC is more powerful or in this combat that PC did more damage.
I think some of these issues are more intellectual exercise and topics to debate.
I understand some people don't like vancian magic and that is fine but not liking something does not mean it is broken and that is where I think the major issues come in on making a game that appeals to a large group of people.
Which is why I think giving options is the best way instead of a hard fast rule .like 4E did. Vanican magic an issue have options that can help the DM run a game without it hate the idea of 24 hour resets then give the DM options on changing it to something more suitable for their game.
Of course if this happens you have to wonder what will we find to talk about.
