Hussar
Legend
Yes, I do love OD&D, that is true.
Characters did have niche skills... not only did this encourage players to focus less on combat, but it also meant "balance" in an adventure was up to the DM.
The cheesy A-Team example works here... Hannibal comes up with a plan... Face seduces the receptionist at the front desk of the military base while Murdoch hacks into the computers and finds out where the missiles are kept... B.A. then goes and punches the guy guarding the missiles and steals them so everyone is safe.
Yay! A story is told... ok not a great story but the A_team never had great writing, it was a weekly TV serial.
My point is, only B.A. "shines" at combat... but it doesn't matter, because without the team, B.A. would simply fail... so they work together to solve a problem and every wins because they all played a part.
Also, the summary of an evening of gaming is not just out takes from a fight... the fighter holds off the owl bear, while the mage dispels magic on the locked door so the thief can pick the arcane lock properly and let them escape... this seems like a completely acceptable game to me... and my players.
In some cases, the folks playing Rogues and Mages don't even want to fight... since they see it as "not their thing"... so I accommodate them.
So I totally admit, you have me pegged... I do love a good combat yep... but it's not the whole story, there are so many more colors in the palette I just have to use them.
See, the problem with this is that every scenario has to be strongly contrived so that there are things for everyone to do. IOW, you have to have a very specific scenario with an owl bear, an arcane lock and a locked door.
And you have to do it every single scenario.
The more scenarios where you don't contrive things for everyone to do, the more classes get sidelined. In a combat light 3e game, the fighter doesn't get to do a whole lot - he doesn't exactly have a whole lot of skills to fall back on. In a plains of the dead scenario, the rogue is sitting around twiddling his thumbs because he can't actually hurt anything and there's just no real traps to deal with in the middle of the plains.
So on and so forth.
If the DM is really on the ball, he can make sure that everyone has something to do. But, that also places some serious constraints on what scenarios you design. Every crypt has to have lots of locked doors and traps, regardless of whether or not it really makes sense to do so just so the rogue player isn't bored out of his tree.
In early D&D, this wasn't a problem. The massive dungeon that was often presumed for play always contained all sorts of stuff for everyone to do. Great. But, we're a few years beyond playing a dungeon crawl game and nothing else.
Can a DM whose on the ball make sure that this isn't a problem? Of course. Or, you can adjust the classes, and yes, make them a bit more homogeneous possibly, and let the players individualize their characters through play, rather than simply by having unique mechanics that other characters don't have.