Wuxia said:
What you call "reasonable" I call "realistic": we've been talking tactics, and ganging on someone is a realistic tactic, not a heroic one.
I really don't know why you believe that "realistic" must be at odds with "heroic". In _The Return of the King_, Eowyn and Merry ganged up on the Witch-King and killed him that way. In the Appendices of the book, it's mentioned how King Earnur was challenged by the same Witch-King to face him in Minas Morgul. Earnur paid the price of his folly, and was never seen again.
Furthermore, D&D is, in the end, a game about cooperation. Each character contributes an equal share to overcoming challenges, and gets an equal amount of spotlight time. Sometimes, that means everyone gets a kick at the big bad guy. The situation is different in a legend or folktale, where usually one character is the focus of the story, and everyone else is his backup. This is fine for literature, but not for a game.
Basically, rolling very low (below 5, IIRC) on both his Move Silently and Hide checks, then being attacked by critters that rolled a series of 18, 19 and 20 in the very first round. And the leader completely maxed out damage, too. It was in a small tunnel (my PC was a halfling) filled with water and only the party gnome could have saved him, but did not try, even when the critters given up the chase. My halfling's body was unconscious, carried by the stream, and finally died like that.
It sounds like your fellow players simply aren't very heroic, regardless of what ruleset you're using.
The party advised that we came back with the city guards, to crush the baddies under sheer number. Easy victory, realistic way to fight. They were right.
Again, that's not a problem with D&D as such, as with the design of the campaign and the adventure. It doesn't really matter which system you use; strength of numbers is usually an advantage, all other things being equal. In this situation, the questions to ask are:
- why was the party able to call on the resources of the city guards?
- why are the guards strong enough face the challenges of the bad guys?
- why are the bad guys in a place where the guards can come down and fight them?
All of these questions have to do with how your DM designed the adventure. Personally, I don't think any adventure where the PCs have the option of calling on big brother to help them out is that great -- it cheapens the PCs' contributions and results in questions being asked as to why they're necessary at all.