Lanefan said:
Many of those prohibitions were, I suspect, for flavour reasons...the no-Dwarf-wizards is a good example, same with the Elvenkind items are only made by Elves example (why would Elves allow the knowledge to escape?)...while some - like the no-swords-for-wizards - were to keep the classes distinct and separate. You're a wizard? Then manual combat is Not Your Job.
Sure they were there for flavour reasons. But perhaps rigid prohibitions in the rules are not the best way to enforce those reasons. I'm not sure why dwarves couldn't be wizards in early editions. Sure, the archetype of the typical wizard with his staff and spellbook may not fit the dwarf, but all those magical dwarven weapons and armour had to come from somewhere. Oh, yeah, right, dwarven clerics made all of them.
Manual combat is certainly not the wizard's job... but his d4 hit points and crappy attack progression already illustrate this pretty well. Does letting a wizard use a sword that does 1d8 damage instead of the staff's 1d6 suddenly make the wizard significantly more effective in hand to hand combat? No. And since they can't wear armour and cast spells at the same time (the effects vary from one edition to another), let the wizard use a 1d10 two-handed sword for all I care. He's still going to get creamed if he gets in a toe-to-toe fight with any reasonably competent melee combatant.
Lanefan said:
3e tends much more to allow everyone to do everything, blurring the class definitions and resulting in many more jack-of-all-trades PC's...Gestalt being the next step on this evolution. PC parties were big in 1e mainly to have all the roles covered, with a bit of backup, and for various reasons I prefer this to the 4-character 3e strike force.
I disagree about allowing everyone to do everything. 3e rewards specialization quite heavily, especially when it comes to spellcasters. 1e and 2e double and triple class characters were true jacks-of-all-trades. 3e doesn't place the same rigid restrictions to one's particular class role that 1e and 2d do, but at the same time it very strongly encourages sticking to what you're really good at. Even dabbling in 2 or 3 levels of another class can seriously inhibit your effectiveness in your primary class -- the extent to which this happens does vary from one class to the next, but is particularly harsh on full-progression spellcasters.
Gestalt isn't really part of the evolution. It is explicitly presented as an option intended for smaller groups so that parties of 2 or 3 players can still cover all of the roles without relying on DM-provided NPCs (i.e. Cleric) to supplement them.
The archetypal 4-character 3e strike force exists because WOTC's research showed that the average size of a gaming group was four players and one DM. A lot of adventures for 1e or B/X D&D suggest groups of 4-6 or 5-8 characters... which a lot of groups never have. Three fighters, a cleric, a magic-user, and a thief, or whatever the typical suggestion was. Much of 3e's design takes into account the ways in which the research suggested that the majority of gamers actually play the game. There are still your four basic roles, no matter which edition of the game you are playing.