Len said:
You don't fight all of your battles in 10-foot corridors, do you? When there's room to maneuver, armoured characters (cleric, druid) can wade into melee...
We definitely don't fight all our battles in corridors. The DM has been great about mixing up the battle terrain, and we've had encounters on wide-open prairie. But those battles don't really concern me. With room to maneuver, all the players can contribute however they like. The options, like the ground, are wide-open.
However, the game is shaping up to be a more traditional game (by majority request,) so we've had our fair share of dungeon crawls, and I expect that to continue. And when talking with some of the other players after our last session (in the temple of Chaos) it seems as if some of the other players would have liked to be more active in combat. I myself play the paladin, and have had no shortage of things to do in combat, but it's not the same for everyone in the party, so I'm looking for ways to remedy that.
As for "armored characters wading into melee" both the cleric and the druid have good ACs, but their hp aren't on-par with the fighter/paladin. The main problem is that "wading into melee" often seems like a deathwish.
For instance, in our last session, we booted open a door to find about eight hobgoblins inside, one of them a shaman casting
Scorching Ray. The paladin and fighter blocked the doorway and proceeded to bash hobs as they approached, while the ranger fired into the room to attack the shaman. Our DM--being the evil, evil man that he is--repeatedly suggested that people could charge into the room, but from our perspective doing so was suicide, since it'd open a PC up to attack from a half-dozen hobgoblins at once. Hence, the PCs in the background find themselves with little to do.
And this is pretty much our go-to plan in the dungeon crawl thus far. So I'm hoping to come up with ways to improve it so that everyone feels like they're contributing.
And finally, I advise the non-warriors not to get all hung up on dealing damage in combat. They'll just be disappointed as they fall further and further behind the fighter in that department. The cleric ought to be casting buff spells on the front-liners (if he didn't have a chance to do so before the battle) and curing spells to keep them on their feet. And when you run into undead, he gets to be the hero.
The druid should be summoning a beastie or two in every fight. Even when "nature's allies" aren't very strong, they divide the enemies' attention and provide flanking bonuses.
It's not all about doing damage. It's about doing
something constructive in the confined space of the traditional dungeon-crawl. Thus far, the only buff spells the cleric has cast have been on himself.

Our cleric does have an 18 strength, though, so if there's room, he's a great melee combatant. But when there isn't room, he takes a back seat to the fighter and paladin. I'm going to suggest the longspear to him, though, so that may solve that problem.
As for the druid, well, she knows about
Summon Nature's Ally, but she often forgets in the heat of combat. Fair enough, she's new to the game. She'd also like to mix it up in melee more than she can. Unfortunately, since a druid doesn't get proficiency with the longspear, it looks like spells are her best, and only, second line option...