So I was not having fun when I played games that offered something like that? Thank you for telling me and the countless others who probably also sought they had fun but actually hadn't.
I doubt you found those particular qualities fun.
Number of times I've put a mage in plate armor in a D&D game: Zero. Not worth it, don't need to do it.
Skill-penalties: Remove heavy armor when it's check time, put armor back on after success. Boring rote stuff.
Somebody who ignores large parts of the rules builds a worse character, so what? And why should there be no more than 3 bonuses, why not no more than 2 or 4?
Balance. The number itself is a loose guideline but, generally speaking, two feels like too little when it comes to customization and four may be too much.
He has made a few exceptions, possibly out of nostalgia pandering. For example, accuracy is determined by level, your dexterity bonus, and spells/abilities, but weapons like clubs and one-handed spears also get a small accuracy bonus that stacks. He'll manage as long as it doesn't get too wild.
Aaaand? Go on. I feel like the punchline is missing.
Also, example of infinitely stackable bonus, plz.
It's a lot easier to tune content when you know what the most-efficacious and least-efficacious characters are and the range between them isn't wide. The reason why high level D&D is impossible to balance is because even the difference between a competently-built character and a super-character is massive.
You can reduce the gulf of efficacy between the bottom and the top without making the range nonexistent. In 3E and 3.5 D&D, you can make characters and parties that are TERRIBLE and will fail at everything constantly. It is much, much more difficult to do that in 4th Ed. That doesn't mean you can't min-max 4th Ed. And it also doesn't mean that you can't have variety in 4th Ed. characters.
If strategic planning is going to be important in some way, there is always going to be a gap between "best" and "worst". As designers, we should design these systems to make that range large enough to make good planning feel good, but small enough to prevent catastrophic failure.
Reducing the gulf between best and worst is extremely detrimental to the experience and the difficulty of the game. The greater the degree of potential failure the greater the feeling of satisfaction when making a strategic success. Homogenization sucks.
By your logic, the larger the gulf, the better the game. I disagree completely.
Pretty much anything from 3.5 is stackable, but to use AC as a concrete example you have armor plus dexterity bonus (which, given enough levels can become so large that armor becomes obsolete), shield bonus, enhancement bonus, deflection bonus, natural bonus, dodge bonus (which stack), and the size modifier. That's eight.
I'm pretty sure that you're mistaken about this
True, but Josh has said he doesn't pay attention to theorycrafting, so it's wasted words other than the vague sense of "I don't like it."