I think this is an important point, for the 4e aspects of this discussion.I've only got the first round of 4e's core three, along with some 4e adventures - I thought that would be enough to give me a fair idea of how the game is intended to work; particularly seeing as for the first year or so that *was* the game. So yes, my opinions of 4e as a system are also based on the first round of releases; much as my thoughts on 3e as a system (and 2e, for that matter) also ignore a lot of the bloat that came after the initial release.
It's fair to say that 4e did not present the full array of options with just the initial three books. And, if you feel you should not have to buy a ton of books, or subscribe to the DDI in the alternative, to get the full array of options, then that's a fair reason to be critical of the options 4e offers.
However, 4e has changed a LOT since those first three books, and I think a lot of critics of the options available in 4e are simply unaware of those changes. The expansion of not just races and classes, but actual mechanics (like a class that doesn't even have encounter powers, for example), is pretty massive as the books progressed.
<snip good points>
Besides the Core 3, I'm now the owner of the Player's Guide to Eberron and
Forgotten Realms, and plan to get the Dark Sun version when it becomes available.
And, to my eye, these books propigate same types of problems inherent in the initial release. The massive, brutish races are still just +2Str, for instance, and the Goliath, for one, lost a very iconic and flavorful ability- Powerful Build.
Borrowing a page from Humans, why not just have races like Goliaths, Minotaurs, etc.- the BIG, hulking brutes- have a +4Str and no other stat mod?
I also mentioned before that unusual stat mods- including negatives- would be very appropriate for certain species, especially those with traditionally unusual racial attributes that lie outside the norm for most PCs. Someone responded that negative mods would be horrible because that would mean that a race would be worse at...well, whatever that stat modifies. That would penalize players for wanting to play a PC of a certain race and class combo.
The response would be that the problem isn't the stat mods, but the class rules. A fighter fights- that is his reason for existing. But there is more to fighting than brute force. Strength helps, to be sure, but there should also be viable builds for Dex based warriors. There is no reason for a Goliath to fights the same way as a Halfling. A Halfling should be able to use his superior Dex to be a hard target and an effective ranged combatant...and be just as effective as the lumbering Goliath.
In addition, as has been pointed out by 4Ed proponents, the way 4Ed gets around oddball "legacy" builds from previous editions is to find the class with the desired abilities and call the PC whatever you want. The same goes for oddball builds within 4ED itself. IOW, there is nothing stopping the player from taking a PC with a race with a unusually high Dex mod balanced with a negative Str mod (if one existed) and playing some kind of Dex-based Striker and calling him a Fighter.
Or, quite simply, that same PC could, with the DM's permission, be allowed to use Dex as the defining characteristic for his Fighter powers instead of Str.
To sum up, there's more than one way to achieve balance with race designs while retaining the iconic capabilities of legacy races...and it doesn't seem to me as if the WotC designers have sussed that out yet.
And to get back to the original question: I don't think there's much bias against game *balance*, but there certainly is a bias against game *blandness*; and as well documented elsewhere this thread the two seem to somewhat go hand in hand.
Agreed, 100%.
And on the flipside, a game virtually devoid of balance may have lots of flavor, but may be unmanageable for the DM...or even other players.