The original Player's Handbook had a handful of classes that did not fit in well with the default setting assumed by the rules.
Assassin - evil by nature, it really didn't work with parties that generally had at least one Paladin or Ranger. Every campaign I played in had at least one Paladin or Ranger in the party.
Bard - start as a Fighter, then dual class to Thief and finally dual class again to Bard, this broke just about every rule in the book. Over powered by some standards, it's probably the worst version of the Bard in the game. Then again, the Bard class from issue 56 of the Dragon was single classed and overpowered.
Monk - very weak to start, powerful at higher levels, the Eastern Style monk didn't really fit into the setting (I know they tried to fit it into the Scarlet Brotherhood but it still didn't feel right to me).
Illusionist - an underpowered Magic-User. It could work in a campaign that was heavy on role play, but since expo relied upon combat, an Illusionist made for a poor substitute.
Druid - many of a Druid's abilities and spells relied upon being outside. The default setting of the Dungeon negated much of his usefulness.
As a side note, except for the obvious LotR reference, why does the Ranger have access to Magic-User spells and ESP devices?
Old-School Essentials: Advanced Fantasy: Monsters - A few people have asked me recently about the next book in the Old-School Essentials Advanced Fantasy line, the book of AD&D-inspired monsters. While I've ...
1 hour ago