When I say "campaign" I really mean "long campaign". Some lumpiness in rewards are expected in every campaign. Some modules are too small a piece of the campaign puzzle to have any reasonable expectation of non-lumpiness -- that is for the DM and players to worry over in the long haul IMO.
RttToEE is big enought to be a campaign up to itself, and was one of the ones I had in mind, having been through it relatively recently.
It, and others like it, do not concern themselves with making sure everyone's numbers balance out in the end.
Furthermore, the short ones can be dropped into campaigns as neded, and often are.
As for your last point, I have two answers:
(1) Your argument is too simplistic to the point of being meaningless. My observation is the most fun is to be had when all PCs are powerful, but shine at different times. That provides variety and encourages teamwork, which is the primary attraction of playing a RPG over one of those many boardgames I have on my shelf.
To that end, point buy is very auspicious, because I can consciously choose to develop my PC into his own niche that is different from other PCs, and work together with other players to see that happens. With rolling stats it is entirely possible that I will roll 18 Str, 16 Con, 16 Dex while you roll 14 Str, 12 Con, 8 Dex. The result is my PC, not necessarily through any plan on my part, ends up being better than yours all the time at everything. Where is the fun in that? In fact, I think that will be less fun for you and less fun for me, too.
(Emphasis mine.)
Thanks for the needless snark! Haven't had my fill in quite a while.
I will counter that in D&D, as in sports and other forms of entertainment, how you view and handle differences in abilities depends greatly on who you are.
Personally, I see having a very powerful ally/teammate translating into increased odds of success. That is why teams invest in players like Jordan or Gretzky. Teams lacking at least one player with exceptional ability- rookie or veteran status is immaterial- simply don't win championships.
Similarly, movies, TV shows, musicals and theater performances have better chance of success when there is at least one notable name among the cast, directorial group, or the underlying intellectual property. It isn't a guarantee, but it definitely stacks the odds in your favor.
Up until the designers of post-3.5Ed iterations of D&D decided that the game needed a lot more balance, you could pretty much assume that- after a certain character level- full casters ruled the roost.
When I play D&D, my goals are essentially twofold: to roleplay the PC as he/she/it should be played; to achieve the party goal. I don't give a damn whether my PC has his moment as Mr. Center Stage, I want he party to beat the BBEG and save the world. Anything super-awesome my character does along the way is gravy.
To put it differently, if I were playing a Vagabond in RIFTS, I certainly wouldn't be miffed at the dude playing the Glitterboy doing what Glitterboys do best...
I realize that not everyone feels that way. Some people feel diminished if they don't get their superstar moment. That's OK. But, like my perspective, it isn't a universal playstyle, and accommodations must be made.
Either way, sometimes that means a particular RPG or game group isn't for you.
(2) That imbalances between PCs can degrade the fun for the players is not just some random whine by a few players; I have played we DMs who said as much outright. When the imbalances are too large, a challenge to a very powerful PC risks being overwhelming to the point of downright boring to players of other PCs. It is no fun to have a great build up to a combat and have your PC knocked out of the fight on Round 1. The player does not like it. And DMs do not necessarily like it either, if they worked hard for what they were hoping would be an interesting drawn out fight.
So it is not just some players saying this is less fun. It is also DMs saying this is less fun for them.
You forgot the qualifier "some" in front of the words "players" and "DMs"- this view is not a universal perspective.
I was playing a kewl 1/2 Orc Ranger in a party, and at the end of the campaign's very first combat encounter, one foe was escaping and potentially going to warn allies. No one caught him as he slipped out a door that locked behind him. The party thief couldn't open it on his first attempt, so as the strongest PC in the group, I decided to give it a little shoulder grease...time was of the essence, after all.
And as I went through the door the thief managed to open on his
second try, my PC found that on the other side was a narrow ledge that went around a yawning chasm, which he found the bottom of at terminal velocity.
As I rolled up a new PC, I was chuckling. I liked Klor-Con for a lot of reasons. I had out a lot of work into him and had hoped he'd be around a while. But his death, ignominious as it was, was a comedy, and I had had fun playing him.
In another campaign- one that has lasted since 1987 or so- every PC that is a non-full caster stands in the shadows of the heavy hitters who all are. They casters (of both sides) dictate the tempo and character of the conflict.
...and nobody complains about this, because everyone is having a good time.
Even when things go belly-side up, we have a good time. Decades have passed since the PCs in that campaign went into Expedition to the Barrier Peaks and nearly TPKed themselves due to a tactical error. And a similar amount of time has passed since the party's Mage managed to leave my Paladin stranded alone on the same side of the Prismatic Sphere as the pyrohydra. And we don't just laugh about those things NOW, we laughed THEN.