The point that was made was a wizard is so powerful he doesn't need anybody else he can just solo everything. Which means a Wizard doesn't need anybody to help him. You obviously missed that context.
Well, I think you may have missed the context - the "solo" phrasing was an exaggerated way of pointing out that there is almost no significant species of challenge in the game that wizards can't handle better than warriors - they have more powerful movement options (Teleport, Knock etc), more powerful stealth options (Invisibility etc), more powerful knowledge options (better skill list and skill points, divination, scrying etc), more powerful control options (wall spells, Evard's Black Tentacles, etc), more powerful defences (Mirror Image, Displacement, etc) and so on.
The fighter in 3E is probably better at dealing direct damage, and is not completely hosed by anti-magic. On the other hand the wizard is less hosed by item destruction than the warrior, so on this latter point things are perhaps a wash. So that leaves the fighter with one species of challenge at which s/he is clearly better. And it's
not a capability that, on its own, is enough to do very well - there are very many challenges that can't be overcome by dealing direct damage - whereas it's a capability that a wizard can often render unnecessary (eg clever movement or control can make the dealing of direct damage, in order to attain one's goals, unnecessary).
I think this is what was meant by the "solo" point, and I think it stands. The wizard actually has sensible things to do to try and deal with the five drow - teleporting out being the obvious last resort - whereas I'm not sure that the fighter does. It only takes one darkness spell to go a long way to shutting down the fighter, after all.
The Drow have spell resistance, and whenever a wizard casts a spell it automatically provokes an attack of opportunity. And if the Drow have another wizard in the party, that Drow can counterspell. Which means the Drow party has a lot of chances to disrupt the wizards' casting.
Mort tackled this fairly well. 5' step to avoid the AoOs. Counterspell (unless it's Dispel Magic style counterspell, which requires an opposed check) depends heavily upon spell preparation and Spellcraft checks (do by-the-book drow have good Spellcraft? I don't know). And none of the spells I mentioned - Glitterdust, Evard's Black Tentacles or Teleport as a last resort - is subject to spell resistance. And only Glitterdust grants the drow a save.
You know what I find unfair?
That a fighter can use a shield and a sword and have multiple attacks in a single round of combat and have a higher BAB that the wizard.
Wizards do not get this. They can only use a dagger and only get one attack per round.
Well, arguably wizards don't
need it. For the reasons I gave, the one significant ability that wizards lack - namely, the ability to deal significant amounts of direct damage - is one that in many circumstances there
other abilities permit them to do without.
People who say things like that have never fought monsters like a Beholder. They simply do not know what they're talking about when they make stupid claims like a wizard is so powerful they can soloe the entire game. Hogwash.
You see, that's the thing about D&D, power is relative, and saying that a wizard's spells are just too powerful ignores all the other circumstances and situations they were created to address, and is very disingenuous.
Those people just don't have a leg to stand on, but thanks to their envy, they're never going to change their minds and do whatever they can to limit the wizard so their favored class can win.
Well, the envy accusation could equally be turned upon (and frequently is turned upon) defenders of the 3E status quo.
And I'm not sure I follow the point about "other circumstances and situations". There is only one significant circumstance in which fighters outshine wizards, which is in the direct delivery of damage. Wizards have the capacity to outshine warriors in more-or-less all other respects. I don't see how it is disingenuous to point this out.
And the thing about knock is this:
What if you're in a party that doesn't have a Rogue in it and you come across that chest that has that +5 Holy Avenger Vorpal Sword of Vampiric Regneration in it your fighter's been wanting for 22 years? Knock is the only solution to that dilemma. And knock doesn't even undo traps. Heck, it doesn't even open doors either.
The only other option is to bash the chest open. And that has certain dangers and risks.
They are far more balanced than some people realize, because you only see the spells in comparison to the fighter, and are completely ignoring the weaknesses of a wizard, along with everybody else. As well as ignoring the situations and opponents that require these spells to be this way.
A summon monster spell is not for replacing the fighter, it is for a bodyguard for the wizard and to beef up the party against a larger party that can outnumber them three to one, for instance. Such as six characters going up against twenty Orcs. Or having a firewall against a small army of ten trolls. You know the regenerative power of trolls right? They regenerate all damage except fire and acid. BUT a troll is too powerful for a wizard to fight on his own in close quarters so he needs a fighter and a summoned monster to keep the troll off of him while he casts his fire or acid spells to defeat it.
Why is the
wizard the solution to the absence of a rogue? Why is the fighter not that solution? There's no reason, in principle, why the game should favour the use of a knock spell over the fighter bashing the chest open.
Likewise if the party is too small. Why is the wizard's summoned monster the solution? Why doesn't the player of a fighter have a "summon sidekick" or "muster irregulars" ability? And the same could be said about your troll example, with the added point that it makes the
fighter look very sidekick-y if his/her job is to hold off the trolls while the wizard defeats them.
All it boils down to is is experience, imagination and intelligence, the way a class is played. It has nothing to do with balance. That's just a lame excuse to favor one class above all else. If a player can't beat another player, it is because the other player is a better player and knows how to play their class really well. It has nothing to do with game balance but everything to do with intelligence, experience and imagination.
My problem with this sort of claim is that, in the absence of more detail about what exactly you envisage a fighter doing that puts him/her on a par with a wizard, it is far too abstract and general to really engage with. I mean, you could say the same thing if the wizard had access to one XP-free wish spell per level per day - sure, you might say, the player of the fighter can match that if s/he has sufficient experience, imagination and intelligence. But would that sort of wizard be no more powerful than, or balanced with, a fighter for typical D&D play?