thedungeondelver said:
In earlier editions it was possible to jump classes, or to change within a class (thief/acrobat), or to add a class (dual classing).
"Jump Classes" is not a term from teh 1e rtules that I remember. Dual classing required notably high ability scores, and was only available to humans (and to half-elves who were understood to be heading for Bard, a very specific exception). "Change within a class" was only available to the theif/acrobat, as I recall, and was not a general feature of the rules.
I will admit that the hard and fast rules for that weren't there, for everything, but that there was a lot of suggestion and a lot of things left up to the mind of the DM...
Here I disagree. The hard and fast rules where there, and the basic suggestion was that changing classes was not an option - it was specifically made difficult, and not open to everyone. That's not organic. That's something that looks lumpy because the DM needed to apply a crowbar to it to make it flex
I loved playing the game, but I don't think it has a strength here.
Perhaps, if I may, we're seeing organic on two levels here (oy! "level" again!

). You see "organic" in the individual character sense and I'm thinking more on the "meta" level.
Before I coudl say, you'll have to describe what you mean by that. Because what you say is "organic on the meta level" I see as "lumpy and uneven general design on a meta level". And when the general design is lumpy and uneven, it takes a whole lot more work for me to do much with it.
That, you see, is a major point - the base design of 3e is much more elegant than 1e or 2e. I guess you can say that the base design of the prior editions is more organic, as it did grow haphazardly out of the minds of Gygax, et al.
The question - why is this "organic" important? Given that they'll (in general) be even more varied in abilities, why do you specifically care so much about their spread in levels?