I don't. I base my assumptions on that I'll still be running the campaign ten years from now, and that while some of the players may be the same as those who start out, some or all of them may not.
I suspect Gygax's assumptions were similar to my own: that the campaign will be fluid enough and robust enough to handle some player turnover during its lifespan, and will go on long enough that said turnover is pretty much inevitable.
My last long campaign went almost 12 years and had a total of 21 players involved at some point or other. One of those players went from start to finish. Several others - maybe 10 - were in for 5 or more years (some of whom I'd never even met when the campaign started!). The rest were in for varying lengths of time ranging from a few sessions to a few years.
And, coming back to topic, this does affect the balance of the game. Long-term players are likelier (though not guaranteed) to have long-term characters, who have had much more opportunity to amass wealth etc. than a rookie. And this is one balance issue I have yet to find a good means of addressing, other than by the most undesireable method of giving new characters loads of wealth coming in.
Lanefan
It is also true that the instructions for a skill challenge in 4e start a priori with the DM specifying the overwhelmingly decisive factors: The DCs and numbers of rolls.
The DM also determines which skills apply. Given the standard, that is relatively trivial in terms of probability variation. "Give some thought to which skills you select here, keeping in mind the goal of involving all the players in the action." Note that it is DM selection of factors -- not awaiting a player plan -- that takes priority, and that "the action" is defined as making those dice-rolls.
Might a DM allow a player plan to "spoil" a challenge? Perhaps, but if there is any mention of the possibility of aborting the procedure then it is well buried. What is suggested is that, "if a player wants to use a skill you didn't identify as a primary skill in the challenge, however, then the DC for using that secondary skill is hard. ... In addition, a secondary skill can never be used by a single character more than once in a challenge."
Love it or not, the character of the undertaking is very hard to mistake. The clear methodology is not surprisingly in keeping with the explicitly stated ends. The 4e DMG is no anthology of abstruse High Gygaxian!
Some are just confusing, as they are at odds with more widely accepted usage.
Then there's "Vanilla". What might one think to call the Not-Vanilla? Take a guess.
Take at least 30 more guesses.
[SBLOCK]"Pervy"[/SBLOCK]
I would argue that neither group is particularly well balanced. It's only balanced because the DM massages the system so that challenges match up - either bumping up the difficulty by using nastier monsters, or using weaker monsters. Thus we achieve Raven Crowkings "Balance in Play" model. In the end, the game leaves it up to the DM to achieve balance, thus, I would argue, that balance is not a design goal of the game.
RC said:In the Gygaxian model if a group of 5th level characters has a vorpal sword, it is because they earned it. If a group of 10th level characters has little more than a +1 spoon, it is because they did not.
How is random treasure generation "earning" anything? If I kill monster X, it should have treasure type Y (well maybe not Y specifically, but, Y as a variable... ah hell. ;p) That gives me a certain percentage chance of various types of rewards.
the GM should never "perform any changes in situ to make things easier, harder, more rewarding, or less rewarding for the players"
It is quite possible that with a couple of lucky die rolls, I wind up with an artifact. Now, since the GM should never make any changes, how does that work with "Gygaxian" balance?
And, hang on. How can a GM possibly maintain balance if he is not allowed to make any changes?
A single lucky roll does not net you a vorpal sword, because when the GM set up the encounter, either the vorpal sword was used against you (in which case, you needed to be lucky!) or it is well hidden/guarded/trapped.
Ok, so, basically, it's perfectly okay for the GM to fudge die rolls in prep, but not during play in order to maintain balance.
See, to me, the books say if I kill a given monster, it should have a particular treasure.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.