Mustrum_Ridcully
Legend
I still don't really believe that the "old" system was balanced, but I believe that the real balance problems occured at higher levels, which were never that common in D&D (that is true even for D&D 4, that make epic levels core!), and that 3.x did add a lot of stuff that benefited casters. Bonus spells, the way saving throws worked (pre 3E, saving throws may have seemed like an incoherent mess - but the Fighter was actually likely to save against many spells. Even with a good fortitude save, I have lost several Fighters in 3E to save or die effects that targeted fortitude). I believe spell acquisition rules also became a lot easier, and the problematic "game breaker" spells (Teleport, Scry and whatnot) were easier to attain.I figured as much, but wanted to make sure. I know you firmly believe that it is impossible for non-Vancian and Vancian classes to co-exist in a more-or-less balanced state, but that is because you have limited experiences. It is hard for someone who hasn't actually played both 1/2e and 3e to understand how much of a balance impact many of the rules changes had between casters and non-casters, but in 1e, Fighters and Wizards coexisted acceptably well. Not perfect perhaps (some more out-of-combat utility for the Fighter would have gone a long way), but it worked.
Your profile suggests that you have a 3e game. Try a one/two shot in the same universe, with some significant changes:
Spell caster effectiveness changes:
a) Remove bonus spells from Wizards, cap bonus spell slots at 1/level for Clerics.
b) Take consumable item costs from Spell Level*Caster Level to Spell Level*(Minimum Caster Level*10+Caster Level-Minimum Caster Level)
c) Add something between 0.5*Level to 1*Level to all Saves. For NPCs, replaces Level with EL.. However, also subtract 2 from all Saves.
Generic effectiveness changes:
a) Monster offense drastically increased with the addition of STR to damage for monsters. Accordingly, add 50% to Fighter HP and healing received at level 5, increasing to 100% at level 10. Other classes (except Wizards) get a 50% boost at level 10.
Fighter/Melee changes:
a) Monster HP was dramatically inflated by the addition of CON to monster HP. Accordingly, multiply Fighter damage by 1.5 at level 5, 2 at level 10 and 3 at level 15.
b) Remove all pure caster melee self buffs (expect Tenser's, because hey, Tenser's).
c) Add +2 to Fighter to-hits and damage, just in general.
d) Remove iterative attacks from everyone but Fighters.
But we also have to realize that some old mechanics were also pretty unfun, even if they were technically balanced. Jack99 example of - take damage => lose spell. That may be balanced in that a Wizard cannot rely on his destructive magic to actually work - but it also means you take away one of the cool things the class can do. 3E instead made avoiding this too easy for it to be a genuine balancing mechanic. But, a fair compromise could have been - take damage, you must try again next round, instead of "take an action, lose your precious spell".
I believe one thing 3E often did was trying to make things more "elegant" and computable - stuff like Good Save = 2 + 1/2 Level, BAB = +1/Level or 3/4 Level or 1/2 Level, but never really considered how these values would affect and change gameplay and balance.