Every D&D player from 3e on ... "I love D&D, but you know what ... it's so unfair how wizards are so powerful, and martials suck now. Also? What ever happened to niche protection?"
D&D players going back to the old editions after playing 3e+ for years .... "How will I ever play those weak magic users?"
I'm not one of those players. Never once whined about "B B B But XXX outshines my character!!!!" (that's one of the message board-isms that never made it's way into our game.) Guys played fighters because they WANTED to be that guy in the heavy armor, tough as nails, and waving around a pointy stick. If that's not the solution to every problem, so what? That's what your buddy in the robe and pointy hat is for, lol. Or the pious guy with the Holy symbol, and giant waggling No, No!! finger, he can wave at undead, Or the sneaky guy with the skillz, and penchant for jamming his dagger in monsters' backs.
We mostly remember the wizard as the guy who died quickly and often, had to be protected at all costs, and carried throughout most of the adventure. The most straitforward solution was to play a multi-classed wizard- so you had something else you could contribute when you'd cast your 1 spell. This problem tended to magnify itself in games run by sticklers for the 3d6- and no re-rolls! in order stat creation method, which produced far more terrible characters than decent ones.
We all benefitted from that small infusion of extra spells at low levels- it meant that they COULD prepare a variety of useful magicks. Nor are they as reliant on an arsenal of toys.
At the time, RAW wasn't in our vocabulary and sticklers for that sort of thing were mostly considered wet blankets. (DM's to be avoided, and players not to invite too often) I still think it's pretty obnoxious- and so, apparently, did Gary Gygax, the inventor of rule 0, lol. The modern tendency for players to insist on RAW is irritating, and imo, is a red flag warning for: Beware! Rules lawyer alert!
I'm trying to remember what our house rules were. iirc, it was mostly a matter of which parts of the rules we didn't use vs. add- ons or customized stuff.
- no racial class or level limitations.
- we didn't use encumbrance; % chance to know/learn a spell; NWP's; Kits; etc.
- a natural 20 = double damage. (and often an opportunity for something epic) a Natural 1 = critical miss. (the perfect example would be a d20 I saw on E-Bay upon which the 1 was replaced by the work F%$K, lol)
- we used a variety of ability roll methods over the years, like 1's got re-rolled; 4d6; 4d6 x 12 and pick the 6 best etc. Or simply rolling sets until you got a decent one. You NEEDED decent stats to survive long in a "Bill Dungeon" (Bill being or main DM)
The bonus spells by Intelligence for wizards thing someone suggested is a good idea. They even made it official for ALL full casters in 3E.
Or, I could simply use a more current edition for the mechanics- and the older ones for the fluff and feel.