It doesn't exist in D&D, past the first two or three levels.
Take a 1st level warrior. Someone who is a town guard or something like that. And in some bar somewhere, he decides he doesn't like the face of a 4th level character, one who is "bad at combat". Who wants to bet on the paid professional to win a bar fight with a 4th level character who is "bad at combat"?
That's kinda my point. I'd rather be able to point to the paid professional (who should probably be a Fighter, and probably above level 1, but regardless) and say "that guy is going to win" and then have the mechanics back it up. Just because no edition does it well does not mean that the new edition shouldn't. That reasoning means that D&D never branches out, ever. I'm pretty against that.
D&D has always had forced proficiency in combat. All D&D thieves can backstab; all D&D rogues can sneak attack. The class table in Gygax's PHB characterises classes primarily by reference to their hit dice and weapon and armour proficiencies.
It's a feature of the game.
I'm not sure people think I don't realize this. It's kind of baffling. I'm calling for change, not disputing history.
You can modulate your degree of combat proficiency in any edition - but I don't think it supports the game to allow PCs to be built that bring no combat proficiency to the table. (Of coures that might be metagame proficiency, like a lazy warlord.)
I don't understand this. How can an optional opt-out with clear, supported mechanics not support the game for people who want those types of characters? I'm missing something in your point.
Because the game doesn't have the scene framing or action resolution mechanics to handle it.
Which is why I've also called for those mechanics to get expanded and for support for non-combat to be well-supported.
I could give further reasons if you want, but the ones I've already given are pretty illustrative, I think.
Imagine there was non-combat support. Now give me further reasons.
[MENTION=6668292]JamesonCourage[/MENTION]: I get it! This isn't about roleplaying at all! This is about MINIMIZING your combat skills in order to MAXIMIZE your non-combat skills.
I get the min-max reference, of course. It's about a trade-off of breadth for depth. Specialization and hyper-specialization. This is about being able to play specific, well-known archetypes, like the wise old sage who seemingly knows everything but sucks in a fight.
So basically you want to build another Min-Max abomination that the rest of the party has to drag around until they're in a situation where the Min-Maxing special snowflake powers work then the Min-Maxer gets to play while the rest of the party looks around totally bored because they can't contribute a damn thing to the Min-Maxers chosen field (because they've made broad, varied characters that don't Min-Max)?
If the players are well-informed about what specialization and hyper-specialization entail, and they all accept the player swapping away from the default to do so, and it makes for a more enjoyable game for everyone, then hell yes I'm for it. Then again, our descriptions are different, aren't they?
No. Min-Maxing is not a gamestyle we need to encourage or support.
Obviously moving away from 3/3/3 isn't for you, huh? If your group can't have fun with it, then don't do it. You can sit comfortably in broad competency, have everyone have some breadth to their abilities, and never even touch the default setting. Easy, yeah? Win / win, no? As always, play what you like
EDIT: You just posted something I want to reply to:
What Jameson referred to was SPECIFICALLY min-maxing in any case. Minimizing your skills in everything in order to pour every single resource you have into maximizing one narrow area. So it's not a strawman, that's exactly what he described. He even said that if the baseline was 3/3/3 he wanted the ability to make a character who was 5/1/1 - the EXACT definition of min-maxing. I'd appreciate if you didn't make insults up because you don't like what I'm saying.
No, this isn't min-maxing, it's optimizing. Min-maxing is "minimizing your flaws while maximizing your abilities/power/etc." That's not what I'm trying to do; your 5/1/1 character might be deeply flawed if he can't contribute more often, can't defend himself, etc. However, when optimizing for your non-combat Sage concept, you'd need to get rid of your combat ability (optimally), while boosting his know-it-all skills (optimally). At least, that's the basic gamer jargon as I know it to be casually used. I'm for optimization (something anybody who pursues a specific concept usually does), not min-maxing. Again, as always, play what you like
