I'm not saying ignore the math, I'm saying make the game flexible enough to handle a wide variety of challenge. E.g. make attrition matter, good morale and retreat rules, rare but consumable "ejection seat" magic items that the PCs only use in an emergency, etc. It's a different way of coming at the problem. It involves just as much design effort.No problem. You simply have to ensure that the difference between a "standard" character and the most heavily powergamed character is relatively small through a combination of:
1. Keeping each individual bonus low; and
2. Stacking rules that ensure that the individual bonuses cannot add up to more than the above-mentioned tolerable difference.
Math happens, whether you like it or not, and ignoring it is about as useful as sticking your head in the sand and hoping that the lion won't notice you.
Two observations on this.rare but consumable "ejection seat" magic items that the PCs only use in an emergency
I'm not sure that there are very many people who play the game with little concern for verisimilitude.There are people who play the game with little concern for verisimilitude. Whether the game has verisimilitude or not, doesn't matter much to them. So why not making the game with verisimilitude anyway?
so.....how can i get "against the cult of chaos adventure to convert over to DDN? i know its not out yet but when it does
I think you need to be a game store running "D&D Encounters".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.