Wik said:
I say, just take the system and roll with it.
I say, play something else.
Seriously. There are other options out there. Quite a few of them. New designs. Old designs (which if you introduce them to new players are effectively new designs as well.) Find one that excites you with its possibilities, instead of irritating you with its conceits.
"But
D&D is the World's Most Popular Roleplaying Game - it says so right on the cover! My players don't want to play anything else!" Convince them. Persuade them. Sell them. Cajole them. Bribe them if you have to. Ask them what they like about
D&D, and use that to find another game system that gives both you and your players what you all want. Run a one-shot with a different system and make it really, really cool - make it easy on yourself and increase the sales value by converting an existing adventure that you know they like.
Maybe it's as easy as switching to
Grim Tales or
True20. Maybe it's
OSRIC or
Castles and Crusades. Or maybe it's 1e
AD&D or
OD&D (the one true game, or so I'm told).
For me it's
The Fantasy Trip, an amazingly cool system that's been out of print for something like twenty-five years - if I decide to run a fantasy campaign again at some point in the future, I will use
TFT. (In the meantime I'm cannabilizing parts of it for my classic
Traveller campaign.)
TFT will be an easy sell - point buy characters, talent system (a combo of 3e's skills, cladd features, and feats), broad archetype characters that can be customized readily (want to play a wizard who swings a sword, or a hero who casts spells? done - no multiclassing required!), detailed and fast-moving combat system (with armor as damage resistance, called shots, and ability damage instead of hit points), unified dice mechanic (say hello to my little friend, d6!), an advancement system, monsters with "character levels"...oh yeah, I can sell this game, no problem.
I could continue spending my time trying to fit 3e
D&D to my setting concepts, or I could find a system that does what I want it to do straight out of the box - and so I have. That's an easy choice for me to make - the less time I have to spend thinking about the rules, the happier I am. I would much rather spend my time on writing the setting or creating a really cool villain, instead of evaluating splatbook crunch or retconning class features so that they make sense in the context of the game-world.