Frostmarrow said:
I find your argument fallacious, self-contradictory, and generally pointless.
Among other things, problems include
1) you're really just substituting levels for points, which is purely a personal preference standpoint of yours and has nothing to do with it being D&D or being balanced/challenging, and you're removing some of the inherant balance of D&D (levels give HP and BAB and such, which help even physically-meek PCs survive against tougher foes for at least a bit, and freeform point-based systems are often more prone to munchkining or newbie-confusion/intimidation),
2) you're ignoring the logical inconsistencies of your idea and oversimplifying it, such as ignoring the fact that your change would basically eliminate prestige classes, and mess up the use of any critter beyond humanoids and animals (and similarly small-scale/weak critters) for example,
3) your idea basically means eliminating the use of any spells or skills or other abilities that would be beyond a 1st-level-equivalent character's capacity (like anything more than 1st-level spells), because you intend for all modules to avoid having any challenges or quests or the like that might actually require a utility spell or special ability to overcome, and you want all modules to be useable with all PCs of any experience (really, if you look over your own argument, that is exactly what you convey) so really every adventure will be homogenous and generally within the capacity of a handful of 1st-level-equivalent Commoners to handle if they just felt like getting off the farm for a brief adventure (because who needs skilled adventurers anyway?) :\ (and yes I'm stretching this part a bit but for good reason, to make you better understand the problems with your own argument),
4) you're saying that no DM should ever have to put in any work for modules they run, to replace the critters/NPCs of a module with weaker or stronger ones to suit the needs of his party's current level, or to adapt the few specific flavor details to fit his campaign,
5) you're assuming that many adventuring parties never advance beyond the first few levels and will never have a use for any module above that point, and
6) you're assuming a DM will never spend money on a module he'll use later or just buy it a few months or years after it's released when his group has finally reached an appropriate level to tackle it without modification.
That's all I care to analyze or comment on right now.