Web does have a save if you make it you move through the web slowly. if you tangled you can spend a round using strength or escape artist to break free. I have never seen web as an death sentence all that often usually it just slowed down the other guys to give you a chance to get away. I have never seen a PC die in a web Evards Black Tentacles yes web no.
Yeah, it grants you a save. If you fail it, you have to make a DC 20 Strength check as a full round action to be able to move at all. Either way you're suffering entangled penalties. Even if you make the save, you have to make a Strength check of at least DC 15 to move 1 square as a
full round action.
At 3rd level, when a wizard can first cast Web, creatures are hardly guaranteed to be able to make that check at all. Even if they make their save, and their check, it's a DC 30 check to exit the web in one round if you're caught at the center. More than likely, a creature will spend 4 or 5 rounds doing nothing but trying to escape the web.
Spell resistance doesn't help either, nor does magic immunity. Even at high levels, against creatures with enormous strength who are guaranteed to make their save, the creatures have to spend a full round extracting themselves, which is almost as good as an AoE stun, at the paltry price of a level 2 spell slot.
At that point, they're easy pickins for even a lowly wizard with a crossbow, let alone a fighter or the rogue. Sure, the rest of the party contributes, but only by mopping up after the wizard has won the fight for them. Web is one of the best spells to trivialize a fight. In fact, I can't think of a single time that Web was cast that it didn't trivialize combat (and I've seen a lot of Web spells cast).
Yes the rules for scribing scrolls and making magic items are relatively cheap in 3E an Issue I have with it but and this is a big but unless you are allowing your party huge amounts of downtime there is a limit of how many you can make. And that is not just the DM being a meanie it is way of managing the flow of the game.
Not every game jumps nonstop from adventure to adventure at breakneck speed. I don't think the game should break just because the DM decides that going from level 1 to 20 is more reasonable over a span of 20 years of game time, as opposed to two months.
It is my opinion everyone should play a friendly wizard. fighter , rogue fill in the blank as a player you have a responsibility not to be a jerk at the table which means doing things that impact another player's character and stepping all over their toes.
I play party friendly wizards all the time and I don't play with one hand tied behind my back.
I don't think balance should require someone to be a team player. There is plenty of basis in fantasy for the loner who grudgingly tags along with the party, but isn't a team player. The game shouldn't break just because Joe decides he wants to play a Raistlin-esque wizard instead of a member of the Scooby-gang.
That's why balance is important.