Charwoman Gene
Adventurer
Ray Winninger's Dungeoncraft #1 said:Think of the ideal AD&D adventuring party-you need at least a couple of Fighters to engage monsters and protect the weaker adventurers in combat, a cleric to cast healing spells, a thief to deal with tricks and traps, and a wizard or two to decipher magical clues and provide an extra punch in important battles. If any of these key roles aren't filled, the players are bound to run into trouble; many AD&D supplements were designed under the assumption that all these skills would be available to the players' party.
Roles are so constricting and an example of the WoWification of D&D.