I'll try saying this again, for the 15th time or so. I like simulation, I like mechanics that apply to players and NPCs and monsters alike. Levels are a useful way to measure experience and power. You DO NOT HAVE TO CORRELATE ALL THESE THINGS but 3E does. I am not defending 3E. I am defending simulationism against gamism/narrativism.
And I'm saying that 3E is from this perspective
terrible simulationism. It simulates one thing and one thing only. It simulates itself. The only reason our Master Basketweaver or Master Debater are extremely good in combat are because the 3.X rules force them to be because the "simulationism" won't let them be anything else.
If a simulation takes you to a wrong result then you should discard the simulation just as if a map regularly doesn't match the actual landscape.
In 4E this is because you can only become good at stuff by gaining levels
In 4e the levels measure
how good an adventurer you are. Not "how skilled you are". They are about your
adventuring and combat skill. If you are an adventurer, this
works. If you want to play Traders and Craftsmen, you probably don't want to play Dungeons and Dragons - and certainly don't want to play D&D 4e.
I am merely advocating the same approach: levels and simulation.
And I'm saying that levels work
if and only if you are measuring one basic axis. If you aren't, they are an incoherent mess with a lot of unfortunate results such as the way for a scholar to get more hit points and be better with a sword is to read more books.
Levels are
terrible world simulation. What they are is a structure for measuring the power
of adventurers. And the key test for whether something's a simulation is
whether the outcomes match the desired outcomes. Your map can be as pretty as it likes, but if it doesn't mark the major rivers and you want to go hiking, it's a pretty crummy map.
Whoever brought up the 'make these NPCs' challenge should be shot, because it was ultimately edition warring which has led to me constantly having to defend my simulationism, which everyone here associates with 3E. 3E was flawed, but it doesn't make simulationism inherently wrong.
If you want a
good simulationist game, try GURPS. One of the things that makes it a good simulationist game
is that it doesn't assume levels and adventurer-type associations with hit points and resilience. Simulationism isn't wrong (I have more GURPS books on my shelf than any other system). But levels are a non-simulationist simplification that works only for the purposes of measuring the power of adventurers in a game focussed round something (whether dungeon exploring as in 1e or questing as in 4e). Levels have many uses - but they cripple any attempt to make a world-sim.
The problem with 3e's simulationism isn't that it is simulationism, but that it is extremely flawed simulationism due to being a level based system. Levels work well for both narrativist and gamist play but hamstring simulationism because they force everyone to be measured as if they were an adventurer (or they cease having meaning). And what you are defending isn't simulationism. It's the idea that a game with a very gamist core can be hacked into a sim without becoming laden with down right perverse results.
4E gives you buckets of flexibility in NPC creation but doesn't offer the same courtesy to players. I want 5E to follow simulationist principles, but with the flexibility of being a 4E DM - and I believe this is POSSIBLE, especially with flattened math. Whether it happens is another matter.
It is possible. We just have to make the game levelless and classless. And I've a lot of tolerance for what is and isn't D&D - but levelless, classless, and with no focus on adventurers is way outside mine.
And for the record, non-combatant PCs can be made in 4e by abusing the bard and lazy warlord builds. It works.
Also there's the fact that there's two types of simulation! This has not been adequately discussed.
Type 1: Simulationism of rules (aka the top down approach)
Type 2: Simulation of outcome (aka the bottom up approach)
Agreed absolutely. And it's simulation of outcome that is the part that matters. If you can get simulation of rules to match it, good. But the outcomes are the important part. If you can get simulation of rules and outcome to match up, good. GURPS tries - and doesn't do a bad job. But the second you are into a class and level based game, you're forcing a choice. And a choice that will make the rules meaningless.