And why shouldnt a DM be key to making the game "work"?[/qutoe]
Why shouldnt the first step being the rules themselves, instead of relying on Rule 0? Its pretty easy to add imbalance if you dont care about the consequences. Its harder to balance the game if you do care.
As for players limiting themselves, couldnt it be a give and take kinda
thing? I mean, just because my Cleric can cast Find Traps doesnt mean I'm not going to let the rogue do his thing-cause thats his thing. Now, when the Rogue2/Swordsage9/Shadowlord3 of the party tries to find traps with a +13 mod on his search.
Again, why not just have more solid rules in the first place? Or tiers of play? Not like 4th edition, but more akin to how some superhero games make a breakdown between street level heroes, and cosmic heroes, with classes assigned to different tiers. So a DM could say "lets run a heroic tier campagin", and you'd have your fighters, rogues, and adepts, or an epic campaign with clerics, druids, wizards and (buffed up) tome of battle/exalted "martial" classes.
Firstly let me say that your DM is nice if you have never had to worry about the enemy attacking you in the night disturbing your rest, nor being pressed to move on by some urgent matter even though ideally you'd wish to stop and begin the morrow. It may not happen every bloody day, but its more than realistic to happen.
Yeah, how unrealistic to be able to retreat from a dungeon, or to rest. I forgot, Mordenkain leveled from 1 to 20 without even stopping to take a leak. Resting was common. Consider this... theres a second level spell that CREATES AN EXTRADIMENSIONAL POCKET. If you asked most people to figure out which was a higher level spell from the description, rope trick or lightning bolt, the one that opens a hole in reality would probably rank higher to most. Its low level specifically to let you have a chance to rest in hostile territory. Yes, some adventures are time senstitive, but the dm will have to structure it specifically if the majority are.