Wulf Ratbane said:
For the same reason you can't have a lot of hit points without being Tough, a lot of skill points without being Smart, good defense without being Fast.
Right. These are other examples of the same thing, and that's the core of the "problem" (well, problem is certainly a bit much said there, but it's why I don't/wouldn't like it), that these abilities are bound to single classes instead of just being seperated from them to allow more freedom in character creation.
It's a core assumption (and "weakness," I guess) of the six ability scores.
Yep. Especially the part in parantheses, which these classes emphasize instead of alleviate.
Sure, you may want to play a fighter who is very good with a blade but not particularly strong. And that's fine. But don't expect him to be as effective...
...(and again, using your definition of "effective" as BAB alone)...
You are reducing what I said a bit too far there... but yes, basically a good (base) attack bonus is a necessity for an effective fighter. It's about the most important mechanical stat for them. Hitting things is quite important, if you want to defeat them (in melee combat).
...as the same fighter with an 18 Strength. You're not going to hit as often and you're not going to do as much damage and that's just the way it is.
Why not? With "Weapon Finesse" (I'm sure there is something similar) and a high BAB, I'll have the same attack bonus. Damage is probably a bit lower, but that's part of the concept, as it is more finesse than brute force.
The "traditional big, brawny guy", I'd only give a moderate BAB (less skilled) and high Strength (more muscled) in comparison, so attack bonus would actually be lower, but damage higher. I guess this archetype would work well with a Strong/Tough (more tough than strong) combination, the swashbuckler archetype does not work well, however.
Not a concept I invented, but certainly one I've been living with since D&D has been around.
In 3rd edition D&D I can play such a character. And it would be highly effective, too.
(...and please, do not respond with "Then play D&D!" now...

)
The "problem" of D&D is, that it needs dozens of classes to achieve this, not just a couple.
In a generic system, the number of classes is reduced and the number of "concepts per class" increased, if you take a look at the above linked idea, it goes even further (not just the half way) and reduces classes to a single one and thereby further increases the number of potential concepts. That's what I'd call generic, or what I'd like to see in a generic system.
I think my basic claim is, that I don't see the class system as being generic. More like quasi-generic, so to say.
Bye
Thanee