Kinak
First Post
Bringing them all towards the middle is a much better solution if you can use it. I just know my players well enough to know bringing some classes down isn't on the table and I suspect that other GMs would run into the same pushback.While there would be less pushback in buffing non-casters up to tier 2 or tier 1, in practice that creates more problems than it solves. You then have to buff the monsters to catch up, and at some point math breaks down and creates a more deginerate game rather than less. High level 3.X is already more than deginerate enough without pushing it to greater problems.
By commonly accepted measurements, such as the 'Brilliant Gameologist' tier system Wizards, Clerics, and Druids are 'Tier 1'. By contrast the fighter is like tier 5. What would be ideal IMO is if the all the classes were about tier 3 and we could back off some of the CR creep where the monsters of a given CR are inflating in power that is seen in 3.5. To do that we have to both buff the non-casters so that the they move up a tier and tone down the casters so that they back off at least a tier. You can see that in my design. The changes to cleric back them down from tier 1 to tier 2. Replacing Druid with Shaman replaces a tier 1 with a tier 2 class.
Ironically, I could probably buff the non-casters and just eliminate wizard, cleric, druid, and summoner. But nerfing an existing class wouldn't fly. Psychology is an interesting beast.
I agree this is a total mess, but both the 1e/2e and 3e progression are pretty weird in practice. Getting spells that hardly ever work isn't much better than getting spells that hardly ever fail.High level that also means changes in how you treat monsters with more than 20 HD, and in general how you scale up monsters at all. You are aiming to restore the 1e pattern that the higher level you are the more likely you are to pass a save, because the expected consequences of failure are higher instead of the 3e pattern of the higher level you are the more likely you are to fail a save and the greater the consequences of failure.
You could probably salvage the 1e/2e progression by ramping the number of saves, like low-level spells allow multiple saves before the worst happens, mid-level have one save, and high-level do something bad if you fail any of them. Like phantasmal killer and its kin.
For my group, because we avoid save or suck stuff in general, many of those effects have been converted to ability damage with an extra effect on hitting 0. Lesser restoration has gotten a lot of mileage

Any of those, of course, require rewriting a ton of spells. Which comes back to player buy-in. I'm lucky on that front, because my players hate getting hit with save or suck spells way more than I hate my villains getting hit.
Cheers!
Kinak