It actually played very well, and you would set up attacks and defenses to mitigate the bad ones but also you could try a high risk because you "knew" that you could get lucky on it. It encourages risk taking, which D&D needs more of TBH.
People complain about randomness but its what makes games. What they really complain about is the time they got screwed, ask anyone and they remember all the fails but none of the 20's. Its human nature.
I also think a lot of this comes from new players. I played 1st edition when it came out, the deadliness was amazing. It was simply impossible to get through 1st level without someone dying, as you went up the save or dies where always around, not to mention level drains, etc. The later editions had this also, but toned down in some cases, in others turned up to 11. How about Dragotha in Age of Worms? A male wyrm red dragon dracolich with death wind breath, 22d10 (Dc44 save for half) of negative energy that blows away large or smaller creatures (no save) knocking them prone, creatures killed are disintegrated, and BTW clings to you so you take half damage next round also? In addition, if killed, you arise as a dread wraith one round later?
While fun, it was over the top some.
The whole key is to get players to play as their characters would act, not as a military simulation. As DM you have to reward that heavily, sometimes with a raise dead for reckless but in character play. Otherwise the table becomes filled with the raging barbarian who decides its too risky to attack something, the cleric of life who shows no mercy, the evil hating neutrals, the good paladins that slaughter prisoners, the ranger who sacrifices his animal companion at will, the 8 wisdom thieves who act like professional safe crackers and not reckless thieves, etc.
Otherwise no build causes problems.