My dislike for 'old-school' D&D class balance stems from being a DM rather than a player (as a player I could always select a class with a more robust set of mechanical options).As far as class balance is concerned, I enjoy the concept of different classes providing vastly different play experiences. If these differences result in varying power levels between classes thats a part of being different. I'm not playing D&D as a competitive game so precise power balance means very little.
The inherent class imbalance made DM'ing harder for me. Some classes --let's say thief-- simply had fewer good mechanical options. Or their abilities were far too situational.
Sure, players were always free to contribute things outside the purview of the game mechanics --ideas, plans, the solutions to riddles/puzzles, great characterization-- but that didn't alter the fact the system conferred good and decisive mechanical abilities haphazardly to the classes, if at all (again, the thief).
I felt like it was a chore to consistently need to address class imbalance via adventure/encounter design ("Must make sure X isn't useless!"), or by adding house rules/special rulings. 4e is an improvement in that regard. Mechanics-wise, everyone is dealt a more-or-less a fair hand. Which means any character will have usable abilities, wherever the action of story takes them.
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