Alzrius
The EN World kitten
This idea runs counter to a lot of the discussion I hear around classes not being equally balanced against each other (i.e. the idea of classes having "tiers"), in which case the weighting isn't equal, presuming that we're attaching the same meaning to the terminology used.Class is a clear example of an equally weighted choice. Every player picks one class at first level. There is no 'cost' to choosing one over the other.
I'll point out that the issue isn't that they're "not unknowable," but rather that what's known doesn't provide sufficient detail for the level of "balance" that's being sought (presuming I'm understanding you correctly). What abilities are brought to the table are measured in various terms, but what they're measured against changes value depending on the situation the party finds themselves in, which can only be outlined in terms so general that they're effectively useless.Less-contributing is likewise quantifiable. What abilities do you bring to the party? What resources? Do they synergize with others in any way. The can be quite complex, but they're not unknowable.
Chances of success can be estimated. That's what the CR guidelines try to do, they're just terrible at it - in large part, because the classes are so imbalanced that party composition can cause large swings in how capable they are. Prior editions have done better.
IM1 The Immortal Storm (affiliate link) is a scenario designed for Immortal characters playing under the BECMI rules. In it, the Immortals end up on a plane where there is no magic (i.e. Earth), shutting down most of their god-like abilities; that's the sort of scenario that you can't really quantify ahead of time, because it makes their non-magical abilities (and inherent powers which don't rely on magic) that much more valuable, throwing ideas of balance out the window in favor of verisimilitude (since it makes sense that Earth wouldn't have magic, making gods who adventure there operate under some heavy constraints).