The "jack of all trades" (and master of fighting) is a staple of RuneQuest, but D&D was designed with distinctively different types -- different, but complimentary, capabilities and strategies.
Yes, it was designed as a strategic game. It is certainly possible to play a series of disconnected scenarios, but it is in the campaign that one experiences the game as a whole.
Adventures into the underworld are usually the most remunerative per game-week, but an expedition into the wilderness may be occasioned by various purposes -- including the plundering of less frequented dungeons.
While Cat is healing, Mouse can be stealing. The deeper one delves, the greater both risk and reward. Reconnaissance pays dividends over wandering aimlessly. The right spell judiciously cast can yield more than a dozen supposedly more "powerful" ones carelessly deployed. Henchmen and hirelings help those who cultivate them. Dead men may tell tales, but they gain no XP ...
There are many, many things to consider and prioritize, to deal with either adroitly or clumsily. The hand of chance plays a role that skill seeks to minimize.
In short, their initial states little predict which characters shall long survive, much less which shall by any other measure be counted far down the line as "winners" or "losers". Some choices are more conservative, while the magic-user is a gamble offering a big payoff for those who play it well and with luck.
The odds are rather against any particular character having a long career, though, if started at 1st level. Playing the same one every session is putting all your eggs in one basket; rotation among a "bullpen", on the other hand, means slower advancement for each (thereby remaining longer in the "kill zone" of low levels).
All of this and more combines to make simplistic assessments of "poor balance" poorly reasoned.
Yes, it was designed as a strategic game. It is certainly possible to play a series of disconnected scenarios, but it is in the campaign that one experiences the game as a whole.
Adventures into the underworld are usually the most remunerative per game-week, but an expedition into the wilderness may be occasioned by various purposes -- including the plundering of less frequented dungeons.
While Cat is healing, Mouse can be stealing. The deeper one delves, the greater both risk and reward. Reconnaissance pays dividends over wandering aimlessly. The right spell judiciously cast can yield more than a dozen supposedly more "powerful" ones carelessly deployed. Henchmen and hirelings help those who cultivate them. Dead men may tell tales, but they gain no XP ...
There are many, many things to consider and prioritize, to deal with either adroitly or clumsily. The hand of chance plays a role that skill seeks to minimize.
In short, their initial states little predict which characters shall long survive, much less which shall by any other measure be counted far down the line as "winners" or "losers". Some choices are more conservative, while the magic-user is a gamble offering a big payoff for those who play it well and with luck.
The odds are rather against any particular character having a long career, though, if started at 1st level. Playing the same one every session is putting all your eggs in one basket; rotation among a "bullpen", on the other hand, means slower advancement for each (thereby remaining longer in the "kill zone" of low levels).
All of this and more combines to make simplistic assessments of "poor balance" poorly reasoned.