I don't necessarily see this as a problem, especially in systems where these "single-player games" are resolved quickly and with a minimum of rolls (unlike hacking in Shadowrun or Cyberpunk). If I choose an area of expertise... I made a conscious choice because I want to shine... not depend on someone else at that point.
Sure, quick rolls where some characters are better than others I don't have a problem with. It's things like entire fights are decided by the spellcasters' first rounds, or a dungeon of traps that only the Rogue is equipped to disarm, that bother me.
Shouldn't any DM cater their campaign to their players (perhaps this is what should be taught to new DM's as in the long run it will create a better play experience for all involved as opposed to a one size fits all mentality)... I mean honestly in any system where the characters have at least a minimum of relevant choices in character creation... there will be variability and thus the GM has to take into account that variability. As far as "telling the story they want to tell"... I don't think a GM should be striving for this, He should be letting the PC's create the type of story they want to create by using the characters they enjoy playing.
Of course the GM needs to cater to players, but this should be as easy as possible-- you don't want to force every session to have an
Eigen Plot just so the
poorly-balanced character can work. Ideally, a new GM could just throw together some cool ideas they have, and have it work out reasonably balanced. A better GM will always give the players a better experience, but the game system should make it as easy as possible.
Plus, the lazie--um, more time-pressed GMs will often run published adventures, which run much more smoothly if everyone is able to contribute.
I think this only applies when trying to balance around one specific aspect of a game. I mean the generalist is not suppose to be as good at combat as the master warrior, but if your game is balanced only around combat you run into a big problem here... since no other yardsticks of measurement are considered... The funny thing is that in doing this (balancing around one specific thing) you have no choice but to limit and focus the game on that aspect as opposed to others.
Huh? I'm talking about 3.5's system here, the Bard and the Druid. They were both supposed to be generalists, but the Druid could do everything well (simultaneously!) and the Bard couldn't do anything well. They're a perfect example of why generalists are extremely hard to get right in a class-based game, both in and out-of-combat. Specialization is easier to design, and leads to stronger teamwork to cover weaknesses (see my TF2 example earlier).
I'm curious how one "shines" when everyone is equal? I mean IMO, that's booring... especially, again, when your players aren't all focused on combat. Another thing is that sometimes adversity is fun to overcome... in other words, some of the fun of the game is actually figuring a way to be active in a situation where one may be at a disadvantage.
See before, everyone contributes in different ways. Sometimes there's a pit the Fighter's strong enough to jump across easily and tie a rope down, sometimes there're ancient runes the Wizard can cast Comprehend Languages and read, sometimes there's a nasty trap the Ranger spots and the Rogue disarms.
I'm curious, why is your definition of "balance" centered around combat? Let me ask you a question... In 4e why do certain classes like the Fighter (3 skills) get way less skills than say the Rogue (6 skills)... I mean is this "balanced", especially since one can gain XP for using skills. Honestly if the classes are balanced in combat, why the giant disparity in what they can do outside of combat?
Lanefan was discussing "round-to-round" balance, and I was answering likewise. In combat, the different roles contribute to success in different ways.
Fighters get fewer skills because fighters have always gotten fewer skills. Roughly, the more HP you get, the fewer skills. I don't like it personally, and I think out-of-combat balance needs to be worked on. Generally, though, all characters in a party will have some skills they excel at, which helps everyone shine at different points. See the noncombat examples above.