From another thread:
I completely understand what you mean here, but I'd call that a fundamental failure. If you can't put a fighter and a wizard in the same party, then you're not playing a swords- and -sorcery game but rather a swords- or -sorcery game.EDIT: 3.5 being a long term co-operative game, one could easily spend the first session discussing character concepts and makimg sure they are around the same level. Fighters were unplayable only if somebody brought out the big guns (anything with a full spell list).
Monte Cook talked extensively about two principles that, IMO, should have gotten him fired in the design phase of 3e:(1) Some characters (i.e., anyone without a 9-level spell list) improve linearly as they level up, and some (wizards, clerics, druids, and sorcerers sometimes) improve exponentially.(2) In RPGs, just like in M:TG, there should be good and bad game elements. This requires players to learn to tell the difference between good and bad game elements, and that sort of system mastery is an important skill in an RPG.It's possible those were post-hoc justifications for (really) bad design, but he was very confident about it, started talking about it very early in the lifespan of 3/3.5, and designed the same principles into other games.I mean, at this point it's all sort of moot. (It's also off-topic, but since the OP is a naked assertion without any backup, I'm not too worried about that.) But it's why I preferred 4e to 3.5.It's also highly doubtful it was broken by design. Most of those interviews sound awfully like 'um...we totally meant it!'. Few people are willing to publicly admit their incompetence in what they do for a living. Take eexamples like sean K. Reynolds, who have proven repeatedly they had no idea how the stuff they worked on really worked.
I never played 3.5, so I can't comment on it. I will say that- as someone who GMed a 4e campaign, the non combat stuff was a train wreck, and the combat seemed marginal.
In my mind, a good dungeon is one in which exploration is rewarded by learning the history of where you are, and learning that history is rewarded by making it easier to solve the riddles and traps of the dungeon. In 4e, all of this is represented by... Rolling a D20 and taking a modifier. *yawn*. Yes, as a GM I could and did design around this problem, but it _was_ a problem, and I _did_ need to design around it.
That ties into the combat design as well. Character levels are represented by bigger numbers. Unfortunately, defenses are also represented by... Bigger numbers. So combat constantly involved rolling a D20, and hoping for a target number in the same 4 number window (16-22) and adding an ever-increasing bonus. Clever positioning or thinking added the same +2 "Combat Advantage" modifier. *yawn*
I will say that I _loved_ the powers system, and enjoyed having each player and monster's skills laid out as an algorithm for the player to choose between and roll for. What I would have liked was more variation on combat advantage, skills with different triggers, and skills with variable effects. I loved how much positioning mattered in the game, I just wish they'd done more with it.
As one of my players said "I wanted Descent with a good social layer. I got... Not as good descent with no social layer."