EzekielRaiden
Follower of the Way
And I'm saying, any ruleset where NPCs are built using only (and precisely) identical rules to what PCs are built with will, necessarily, be what you describe here--that is, so long as the game has sufficient complexity to actually offer interesting character-building choices, of course. A trivial game avoids this problem...and is trivial, which is pretty clearly even worse.If the gm is given the design space but they space is linked too tightly with consistency then it goes from being a useful thing to fit the gm's needs to being a maze the GM needs to navigate that simply falls apart when the PCs get a bit too high in level or happen to take particular build/gear/buff choices.
When someone says, "NPCs should be built using the same rules as PCs" they are explicitly meaning identical rules. Not "mostly similar rules, with a few exceptions," they say "same" and they mean it. And being restricted to exclusively rules identical to what PCs use is a recipe for many, many problems solely to have slightly more verisimilitude purely for the DM, because players have no idea whether a creature was built with PC rules or not.
It's fine to make sure NPCs work under the same general framework--ability checks, attack rolls, saving throws, that sort of thing. That's important for maintaining consistency, so the players can build up a "language of mechanics" to borrow a video game design term. But fully identical? Every NPC needs to have a "class" and only choose feats PCs could choose etc. etc.? No. Bad idea.