I'm gonna post a few D&D (BECM/RC) characters. Lots of players might look at them and think they're worthless. But played right, in the right sort of game (in other words, the kind of game I'd like to run), they should actually do alright.
Cleric Level 5
S11 I9 W12 D10 C10 Ch11
Chain, Shield, Mace, Sling
Turn: SkD, ZD, GT, WiT, Wr7, M9, Sp11, V-
Spells: Detect Magic, Light, Find Traps, Speak with Animals
Fighter Level 4
S12 I10 W11 D9 C9 Ch11
Plate, Shield, Spear, Light Crossbow
Magic-User Level 4
S8 I12 W11 D9 C10 Ch10
Spells: Floating Disk, Ventriloquism, ESP, Locate Object
Thief Level 5
S9 I11 W9 D12 C10 Ch11
Leather, Hand Axe, Short Bow
Skills: F/RT30 OL35 CSS91 MS40 HS28 PP40 HN50
No magic items, just what's listed above, and the normal assortment of 10' poles, ropes, torches, oil, and all that jazz.
For a dungeon exploration game, these guys should actually do alright. If they try to avoid fighting as much as possible, avoid obvious traps that they can't easily disarm without relying on the Thief, and make sure each delve has some sort of purpose to it, and leave the dungeon when that purpose is fulfilled (like mapping a certain amount, or scouting the lair of a certain monster).
But most players would rather go with the best weapons, the most offensive spells, and characters with high stats in a multitude of areas.
Now, that pimped out party would likely do better than these guys at combat, but mix in one of these guys with the high octane group, and there shouldn't be a problem unless, to follow the 3E/4E philosophy, everyone's expected to share the load in a combat encounter.