But that is a 3E way of thinking. In 4E the balance comes first.
Straight from the rulebooks, you are correct. A 3E DM could always make changes to shift the game towards more balance. Likewise a 4E DM can adjust as needed to create the desired level of consistency and logic.
I have plans to run a 4E campaign, hopefully starting in a couple weeks and you can bet that I will be adding stuff, and tossing out the trash to get the kind of game I want.
One of the things I want to do is develop a lot more options for stunting because I hate it when character sheets get treated like a game pad.
Here are some basic stunting ideas I want to develop further:
1) Not limit stunting attempts by artificial restrictions such as per day and per encounter.
2) Base the effectiveness of a stunt on the idea, the available resources, and the amount of commitment from the individual attempting it. The last part is primarily action/resource based. What is the stunt worth to pull off? Better effects/more damage depends on what the player wants to spend to do it.
Take the old sand in the face trick for example. The player's intent is to blind his enemy for as long as possible. How effective the stunt is depends on how commited the player is to performing it. Is the player willing to spend his standard,minor,and move action, an action point and possibly a healing surge to make sure he screws over the bad guy? If the answer is yes then if the attack hits the bad guy might spend several rounds blinded, but if the player wants to use just a standard action maybe the guy is just dazed until the end of his turn.
This can help the stunting attempts be a bit less level based and more balanced toward risk and reward. It will also make spamming effective stunts impractical due to the costs involved.
3) Repeating stunts in the same combat become less and less effective for the cost due to enemies knowing what to look out for.
