To a point. There's many other aspects to the game that determine character survivability, the biggest and most important of which is sheer random chance which is the most powerful balancer of them all. However, if randomness is downplayed then...
Er...no it isn't? Like it literally isn't?
It's simply a way to make all of the other rules
completely pointless. Which is why you're, y'know, supposed to literally
not use the rules in early-D&D, and instead desperately hope that the GM feels like giving you a so-called "ruling" favorable to you--a "ruling" that may have zero bearing on anything else, ever. Because that's the problem with so-called "rules" that are meant to be cast aside all the time:
there are no rules. The only thing there is, is playing the capricious whims of the guy (almost always a guy, back during early-edition D&D) sitting behind the screen.
...the designers have to get into this morass of weeds, made more difficult all the time by their addition of new classes, species, feats, and other (potential) sources of power.
Not at all. They get into actually needing to DESIGN, as opposed to just throwing words at the page because their mechanics literally don't matter, they're going to get ignored.
Magic is extremely useful in utility and non-combat situations but for reliable damage output per round the post-UA 1e Fighter is king, queen, and royalty.
Calling it "extremely useful" is the most ridiculous understatement I've ever seen in my entire life.
Magic solves
everything. It does so
instantly in most cases. And you
aren't dependent on the capricious whims of a GM who can do whatever they want, whenever they want, for as long as they want, and all you can do is burn bridges by leaving, or suffer through it.
This is, and previously has been, a fairly fundamental disagreement between us: I see not-constant player-side frustration as not only being an acceptable part of the game but an essential part of the game.
Okay. You have yet to prove that it isn't constant. That's the point. If this is how you balance out the power of the class...and that power is
always there, which as far as I can tell it is...then the frustration must, in fact, also always be there. That looks pretty constant to me! So...how is it
not so?
More importantly: Why is player frustration good? Why is it good to make the player think and feel "this SUCKS, I HATE dealing with this, it's so FRUSTRATING and STUPID"? How does that contribute to the player having a good net experience? I genuinely don't understand how you can get to that conclusion.
Keep in mind, I'm not saying something that tons of people absolutely love to shove in my mouth: "Players should always succeed at everything forever!" "I did not succeed" is EMPHATICALLY not the same as "this is frustrating". Frustration is more than just not getting what you want; it is putting in a real effort, having a well-reasoned plan, and giving things your all, only to not just not succeed, but be actually
defeated. (Dictionary.com even specifically uses "defeat" and "nullify" in the definition of "frustrate".)
The fun comes when you pull it off.
Being the GM's favorite? I mean I guess some people might find that fun, but I don't.
The baseball batter doesn't get a hit every time at the plate (a really good hitter might get a hit 1/3 of the time) and much less often hits a home run, but it's sure fun for them when they do.
Yes, but they also get (at least) three chances to
bat, don't they? So having a ~1/3 average is, functionally, the same as saying that most players actually do get the chance to play, and don't simply strike out consistently. You're talking about having something like...one specific player on the team gets to wear Sonic shoes, so he can literally run at the speed of sound and thus guarantee a home run if he can just hit one single ball: but he's forced to use the world's least-functional baseball bat, such that he only has a 10% chance of getting one hit out of three attempts. (Meaning, roughly speaking, a 3.451% chance of hitting on any given attack.)
More importantly, the "game designers" of baseball (there weren't any, that's not how sports are born) cannot
control player hit rates. Like that's...literally not possible for them to control, as it's a function of the player's physical abilities, training/skill, and their ability to read the pitcher and adapt accordingly. That could not be further from the truth with TTRPGs, where the designers have full control over every aspect of combat, and where there is no physical feedback, nor need for constant drills and training and practice.
The analogy simply fails, because tabletop games aren't sports. (This, among many other reasons, is part of why I so thoroughly dislike the "Combat-as-Sport" label, or as I see it,
flagrant mockery disguised as a mere label.)
My own experience is that the Wizards in our group (of which there were two main ones, I played one), while certainly useful, weren't up to par with the Cleric and, later, Druid.
I can't speak for early-edition D&D. All I can say is, if that occurred in 3e, it means your Wizards weren't being played very well.
My point was more that WotC designers have built up a pretty solid track record, across the 3 editions and 2 half-editions they've done, of coming up with what could be a good idea and then completely overcooking it. A light touch is not their forte.
Okay. Can you argue with a straight face that Gygax
ever acted with a "light touch"? Because his words certainly do not support that as far as I can tell! Pretty much the diametric opposite. If he were a mathematician, he'd be using nuclear flyswatters.
See above re baseball hitters - they're really good at what they do and yet the very best of 'em still only get a hit about 1/3 of the time. (there was one guy in the 1940s-50s named Ted Williams who had a 40% hit rate for a few years; he was a real outlier even among great hitters and nobody's got consistently close to him since)
And see above re: the difference between
sports and
tabletop games, as the two are nearly nothing alike.
Certainly, even to you, they cannot be that much alike, because you love to insist that roulette-wheel-like randomness, where you can have nearly any outcome happen and your plans, efforts, resources, and abilities are a vanishingly small grace note next to "and now chance decides that only bad things happen, only for later things to be the exact opposite, your efforts are meaningless before the unstoppable march of fate."
I mean, surely you'd agree that a
baseball game isn't something determined almost exclusively by the ungracious whim of luck?
I suspect that if the average success ratio in D&D - both in melee attacks and spellcasting - was reduced to 1-in-3 there's be howls of protest from all directions. And yet it's fine for baseball and has been for about 130 years now.....
Yes, there would be, because it would be NOT FUN in that context.
Tabletop games are not sports, and sports are not tabletop games. Trying to apply the logic of one to the other is a GIGO situation.
This assumes Wizards create all magic items, which while perhaps true in some campaigns or settings is by no means universal.
A spellcaster of some kind. Picking nits like this does not suit you. You know what I mean. You know that most people use "Wizard" as the emblematic class for "full spellcasters".
Plus, what OTHER caster could even attempt to make such a thing in early editions? Clerics (and 2e Priests) didn't get
wish. Illusionists were the only other full-caster in 1e, they were functionally just a specialized type of Magic-User aka Wizard, and they didn't originally get
wish either. (It was added in Dragon magazine content.) Sooooo...what exactly are you on my butt about here?
If a Fighter can miss x-percent of the time with her attacks then IMO it's only fair that a caster shouldn't be 100% reliable either.
And yet it often is! That's precisely the problem. Magic is extremely reliable in many ways. Remember: Every single time--literally
every single time--the Fighter wants to do something cool, they have to
not only succeed at some roll or the like, they
also have to get special GM dispensation. The spellcaster only has to succeed at a roll. Oh, and the spellcasters of OD&D could
create their own spells, meaning, they could literally invent entirely new ways to automatically succeed at things.
Where does the Fighter have that ability? I'll wait.
The big miss in all editions was allowing casters to place their AoE spells without requiring a roll to hit or aim.
Er, well, not...
all editions. But that would require us to speak of The Edition That Must Not Be Named.
Worth noting those characters were from versions earlier than 1e, and in 1e he intentionally designed the game to soft-cap at the 9th-11th range - probably because he had learned the hard way that the wheels fall off if you go much higher than that.
Could not care less. Genuinely. I could care more, but I could not care less.
Not from me, you haven't.
5e treasure, at least in the quite-a-few modules I've read, is
pathetic except at high to very high level.
I mean, okay, but I can't play "the idealized 5e Lanefan wishes existed". I can't play "the idealized 5e
community Lanefan wishes existed". I can only work with the game, and community, that I see. I've had one 5e GM I would consider "generous", and that only relative to how
profoundly miserly 5e GMs tend to be. And I've seen many, many, many people, including on this very forum, who have an active antipathy for the idea that players should,
eventually (note: EVENTUALLY, as in, it might take a while!) find or purchase magic items that (a) the player actually likes, (b) the character would find particularly useful for the things they're good at doing, and (c) are actually to some degree powerful, not mere "I just think they're neat" knick-knacks.
(Note, I am
not trying to skewer my current 5e GM, Hussar, on this one. I think he's a great GM and have been perfectly comfortable with the items that have appeared. I also appreciate his good taste in items--often quirky or unusual, but with interesting twists. I'm just saying, the one "generous" 5e GM I've had is much closer to "pretty normal" in my book, it's just that everyone else has been SO bloody
stingy with magic items that, by comparison, normal feels generous.)