Why not? All they did was take the party roles that were implied in 3.5 and make them explicit.
They also pigeon holed everyone into those roles, instead of allowing generalists like before.[/QUOTE]
This is a different vein of thought, but similar idea...
4.0 really did a lot of pigeon holing that I wasn't a big fan of. I had made a Spell-Scarred subclassed DW Fighter with the idea that he was a nearly uncontrollable berserker. The DW was an aesthetic thing (again with the pigeon holing). I didn't feel like the sneaky roguish types really fit the idea I had for the character, but I ended up finding that to be effective while following the game rules I ended up needing to switch to a rogue.
Thanksfully, our DM is VERY open with the rules, and let us get away with a lot. Oh well, that's my personal gripe to it. Honestly, if it's not too late, I'd recommend bringing your group back to 3.5 for your self-written adventure. Again, this is total opinion, but I don't think I'm alone in that opinion.[/QUOTE]
What I did with my group (before we went back to 3.5) is that for magic users, I incorporate a lot of the spells that was remove and put back into the game via per encounter and per day powers. A lot of the skill checks we put back in, tweak for specialization and such.
I do love the new combat system in 4e. It makes the fight goes faster and "more epic" for the players. I know that mages get the shaft in early levels since they don't have many spells to work with or how many time they can cast, but it kinda even out at the end.