No, it's like this.. in 3E you have to guess how tough the blacksmith is based on his blacksmithing skill, telling you that he probably has at least that BAB and at least that many HD (which might be too high, and if I were using a homemade NPC class it would be known by the players). In 4E you've no idea - you have to sense the DM's motive, guess how he will handle your attack on the blacksmith, discern what combat abilities he might have given this blacksmith (or indeed, whether he will give you a tough encounter or not on the fly).
But this is exactly what makes no sense for me and violates my sense of versimilitude (since everybody loves that word so much

The whole idea of classes (essentially having a bunch of correlated abilities) is inherently versimiltude-breaking. It's a useful model for making PCs and for balancing when designing games but to apply it to everything and everybody in the gameworld seems to me to be an over-application of the model.
Basically, what happens when you apply a class model to the entire world is that adventurer abilities becomes over-correlated with non-adventurer abilities. Singing ability becomes correlated with hitting ability, with spellcasting ability, with toughness (hp), with ability to shrug off disease etc. etc.
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