If I understand correctly, the choice of applying an ability score to various modifiers has made it even easier than previous editions to have dump stats
I full well expect the average wizard to max Int and dump Str, I just think that it should matter that their Str is low. Even moreso, I think that it should matter if a character's Int, Wis, or Cha is low (or high). Too often in 3e, this was not the case. I get the sense 4e worsened the problem.
Your sense of 4e is, on the basis of my own experience, mistaken.
Because 4e has robust mechanics for framing and resolving non-combat challenges, it makes non-combat skills and stats more important to a range of PCs than they otherwise might tend to be.
D&Dnext is trying to replicate this feature of 4e, but by focusing on threat-avoidance (ie saving throws) rather than activity and taking charge of the story (ie skill checks in a skill challenge). I personally feel this to be a retrograde step, but it is fitting with the move away from indie-style design in 4e to traditional design in Next.
I am aware of Elminster and Mordenkainen, thanks. Where'd that come from? I am not arguing that powerful NPCs do not exist - merely that the actual rules of the game start the PCs out as "special" compared to the average butcher. And it's been this way since 1e first made "4d6 pick 3" standard for PCs. This is not some new, post-2005 invention, and it consistently shocks me when it's treated as such.
In 1st ed AD&D there is also the concept of "0-level humans" (and halflings), as well as of fighters (like sergeants, lieutenants and captains) who have fighter levels but are incapalbe of earning XP or gaining levels. And in B/X there are "normal men" (sic), who are the functional equivalent of AD&D's 0-levels.
I suggest you go back and open your 1e or Basic/Expert books and read the monster sections. You'll find rules for Normal Human, or something to that effect. And they certainly AREN'T PC classed individuals. In fact, the Basic D&D book specifically states "A normal human does not have a class" (Basic Rules p B40).
AIR, the 1e DMG did have some basic ideas for NPC classes - a witch IIRC - but, very little beyond that.
No witches in 1st ed AD&D, or any NPC classes (apologies for calling you out on your own acknowledged weakness). But there are rules for NPCs occupying PC classes which set different (less onerous) stat requirements.
There is also the sage, which is not a class, but is an 8HD NPC who has a mix of spell and other abilities that no PC can attain.
Are you making the case that a PC with a particular race, class, level, ability array, equipment set, and so on, is different from an NPC with the same characteristics?
But now all you have done is itemise that suite of mechanical features which are definitive of a character in one edition of D&D. Of course two entities who are mechanically identical will be mechanically identical. But that is not an especially interesting conclusion.
In B/X, for example, race and class are not distinct for all PCs (or NPCs). In 1st ed AD&D, there is the concept of the 0-level human (or halfling) which has no applicability to PCs. There is also the difference in stat prerequisites for PCs to be of a particular class (compared to NPCs).
I mean, in 4e it is true that a PC with a particular race, class, level, ability array, equipment set, power set and the like is identical to an NPC with the same stats. It's just that the game discourages the GM from designing such NPCs. Just as earlier editions discourage the GM from building
most NPCs using the same resources and generation technique as for PCs.
If a monster has a daily ability, and using that ability once during each day of its enture in-game lifespan would cause problems, it's not balanced, even if it plays fine during a short straight-up combat.
4e has almost no daily abilities for monster or NPCs (I can't think of any other than those that result from building an NPC by drawing on the PC build rules, as described in DMG and DMG2). Monsters and NPCs do have healing surges, but (typically) no way of unlocking them other than a short rest.
So this concern is not really apposite for 4e.
You might hold them [edit: PCs and NPCs] to different standards, but they live in the same (fantasy) world.
The issue about balance is not "balance between story elements". It's about "balance between participants". It's the player, not the PC, who suffers when the PC build rules and action resolution rules produce imbalance.
If two PCs are balanced over the course of one possible type of encounter, are they balanced? If you're going to posit a game with open-ended possibilities, balance in that game needs to occur outside of the typical encounter.
That is true for PCs expected to be played in an essentially open-ended campaign. It is not true of a tournament or one-shot scenario, though, where (everything else being equal) the PCs should be balanced for that scenario.
And it is certainly not true for monsters and NPCs, which are (typically) not vehicles for anyone's protagonism.
But it matters which arbitrary metagame role is assigned to a particular character? It matters which person has control of that character
Those metagame roles are not arbitrary. And yes, it matters. If the GM has control of a character it's OK - even desirable - that it be simple to play, and therefore perhaps a little boring considered on its own. Whereas that it is a potentially serious objection to a character who is being controlled by a player.
Hence the possibility, and even desirability - as came up in another thread - of changing the stats of a creature if it moves from being a PC to an NPC or vice versa.
WotC completely missed the zeitgeist of the past decade, and focused on a narrow group: "gamers". They assumed that current or prospective D&D players were stereotypical WoWers or some other variety of the same persona: adrenaline junkies bent on dominating a game world. In trying to make the game suitable for that customer, they ignored everyone else, and ignored the actual issues plaguing D&D. The main problems with D&D are not about balance, they're about the game not being believable enough or accessible enough for new players.
This characterisation doesn't capture very well the sort of play that 4e rewards, nor the way it is being played by many of those on these forums who are running it and post about their games. It seems most apposite to characterise Gygaxian AD&D play (look at the classic Dragon magazine descriptions of "Monty Haul", for example, when Gygax and co's PCs ended up on the Starship Warden).
Apart from many other features of the game, 4e lacks the high powered magic that supports gameworld domination in earlier editions of the game.
People build characters with 10 classes because one class wasn't getting them the flavor or the power they wanted. It is needlessly complex. The solution is to let them play the character they want without having to take 10 classes
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The way to do this would be to increase the flexibility of class abilities and design the classes so that they are worth sticking with
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Ultimately, it would be addressed by letting people build characters without the constraints of classes.
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What D&D needed was a tougher health system and less powerful healing
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so someone who hasn't played D&D before can look at it and see a real scenario.
Given your apparent preferences, it surprises me that you never seem to have tried a game that plays in the way you describe here. There are many of them, some of the best having roots in the late-70/early-80s simulationist reaction against D&D: Rolemaster, RuneQuest, HERO, GURPS.
Iron Crown Enterprises has just re-released HARP (High Adventure Role Playing), a light version of Rolemaster, which I think would suit your preferences. Or, for a somewhat different take on "realistic" gritty fantasy, you might look at Burning Wheel, which has just recently released a new edition (BW Gold).
But in fact I don't think there's a lot of evidence that most D&D players want what you say they do. Hit points are plot protection in a fighting-oriented game, and I think most D&D players enjoy its focus on combat as the principal site of conflict resolution, and - given that - enjoy the (non-simulationist, unrealistic) plot protection that hit points provide.