The risk of course with that (and here goes another can of worms all over the floor) is that once you give the non-casters said wider range of capacity how will that fly in a party with a more conventional character mix? Have you just overpowered the non-casters? Or, have you just made the non-casters into one-man bands where each can do everything and doesn't need anyone else?
I've forgotten the post in which such suggestions were made, but was one of them "let 'em sink or swim as they are"? Barring recruitment of additional characters or (if a higher-level party that has some resources) purchase of resources, that would be my automatic default.
Lanefan
Well, the situation doesn't get worse than it does now, really. Since the full-casters still need others, right?
One of the problems I see with D&D is that every PC is required to be decent in combat and only combat. What that means is for combat purposes, a deficiency in a class or even a monoculture in the group will skew tactics and risk, but by and large will not prevent success. Outside of combat
just using the PC capability, the opposite is true. A deficiency in a class or a monoculture in the group can prevent success. Why should combat be the only pillar where everyone is expected to be competent, but different?
I'd find it helpful for my DMing playstyle (sandbox laissez faire) if the non-casters had analogues for many of the primary divinatory, travel, and life support challenges that access to low-to-mid level magic solves. Generally, I have solved the problem with a bunch of world-building (factions, established NPCs, and other resources), a limited form of magic-item purchases, and rules add-ons (like cohorts).
More importantly, I think the game would benefit from addressing these points for when I play a character. Many (most) of the DMs I've played with over the decades don't address this issue -- many have never considered this issue. I've seen campaigns where the casters effectively controlled what activities the party participated in because there were no other resources the non-casters could use to say no. If the casters didn't want to go, didn't want to search, or didn't want to protect the others then that potential adventure was dead.. Other levelled NPCs were rare to the point on non-existence "because the PCs are special and having others like them diminishes that" and certainly wouldn't want to adventure! It was almost the reverse of the DMPC pathology. Now if the non-casters didn't want to participate, the adventure could (and occasionally did) go ahead anyway -- just more slowly by burning caster resources in place of non-caster capability. It gave even more incentive to play a full-caster because it meant you became one of the decision makers of the campaign.
Heck, even with my inclusion of resources, I've seen it happen in my game as the anecdote I threw out earlier showed, The only caster with decent travel capability shut down the rest of the group (for a time) because he didn't want to stick around longer.
After all, the game has been moving away from having or even discussing the possibility of incorporating such analogues for at least a couple of editions now. Cohorts/henchmen ruleset have been dwindling since 1e. 3e had it reduced to a feat and you only got a single cohort. Did 4e have any rules for it? I think the answer is no, but some rules were provided as to how to make a companion NPC should the DM think one was valuable; 5e's advice is effectively the same. Magic item acquisition has returned to the default of "find in the field or don't get it". and that's been combined with magic items as luxuries and are expected to be much more rare than 1e-3e. There is limited discussion about world-building in general and almost none of it is aimed at adding resources for the PCs to utilize (I'd say none, but for a sentence or two under factions in the DMG).