Patlin said:
It's advisable to have all four classes, just as it's always been advisable to have a balanced party. i've played in a lot of parties that are not balanced, however, and you can still be succesfull and have fun without all roles being filled.
You agree with me that
D&D is written with rules and guidelines so that it is better to have one of each role. So why punish parties that choose to fill the "missing" Controller role with mutliclassing? The punishment is making multiclassing too expensive.
Below Andy makes my point that you should have each role even if you have to multiclass to cover a missing role.
Quote Andy and Greg Collins, "Sibling Rivalry, Take Two",
http://www.wizards.com/default.asp?x=dnd/tt/20060110a:
Andy: I can already see the DMs out there nodding along. We've all seen this happen -- somebody decides to change characters, without necessarily realizing that
they're also vacating a crucial party role.
Particularly at low- to mid-levels,
every character in the party must bring something to the group that no one else has. Each character may (and in fact, probably should) be a specialist, but
the group as a whole has to cover the crucial bases in order to have a good chance of succeeding (much less surviving).
In D&D, the four basic party roles are usually defined as follows:
* "Bruiser" (the tough melee-based character who serves as the primary line of defense against big, bad monsters);
* "Blaster" (the ranged-attack specialist, traditionally an arcane caster with plenty of area spells such as fireball);
* "Sneaker" (the eyes, ears, fingers, and quiet feet of the party, who usually mixes melee and ranged attacks); and
* "Healer" (the one who keeps everyone else on their feet during the fight, and patches everyone up afterward).
While plenty of variations on these four roles exist (and some classes don't quite fit),
going entirely without any one of them means you're likely to have a significant vulnerability to cover in other ways.