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Seb-wejem
I definitely think that no adventure, high or low, should have to take into account a specific class or class ability. If it requires a spell of some sort, then that should be covered by an appropriate NPC or magical item. For instance, if the party needs to go from the prime plane to the plane of fire, something in the adventure should provide that.Specifically on the subject of not knowing what the party looks like:
High level spell casters definitely change the game. If you have a party that is a monk, a barbarian, a bard and a rogue, that is going to present entirely different design challenges than a party that has a wizard, a cleric, a ranger and a warlock.
I think the design solution for this is to rely on situations and problems with multiple routes to success for the players, rather than specific "puzzles" that need specific solutions (in the form of spells or whatever).
For example, if Act 1 of the adventure culminates with the PCs having to get permission from a powerful fey ruler to use a portal in their domain in the Feywild, the module should not prescribe A solution to that problem. It should present the scenario in such a way that upon reading it, the GM has a good idea of what the fey ruler's motivation is and what sorts of things would get the PCs on their side. It could certainly list some possible checks and DCs or useful spells, but not as definite methods.
I do think that things like skill DCs should be included, more than likely the players will have other ways of getting past a skill DC, but as a baseline, a skill DC should be listed, perhaps just a DC, let the players come up with appropriate skills.