I think you misunderstood the statement or are being deliberately obtuse.
When he says stat check in the Baldur's Gate/NWN/KOTOR sense, he means putting in skill points or stat points in a character build in order to perform an action.
For example, you make a rogue, you want this rogue not to be an assassin but more of a thief. You put in points in a 'lockpicking' ability and 'stealth', instead of say, 'backstabbing', and voila, your thief can now sneak into a room, steal loot without being detected.
These aspects of gameplay are crucial in the terminology of RPG which is currently being bastardized and 'actionized', which results in less innovation and more dilution of video games in general.
I'm not adverse to being obtuse but your argument is a logical one.
To use your example, I would prefer to select a perk ability 'lockpicking' or 'advanced lockpicking'
than have to anticipate that my dexterity would need to be '46' instead of '44'.
For me, RPG has two components:
- The result, the ability to vary the character's interaction on the world
- The stats and mechanics which govern the success or failure of interactions.
It's the former that matters in my opinion, the latter is just a means to an end (like rolling dice).
I have no issue with limitation as long as the limitation makes for interesting outcomes.
Being limited to 8 active abilities, or 4 active abilities in multiplayer is something I'm having to think very carefully about, as opposed to the DAO dozens of items.
There was very little discussion of builds over DAO if I recall because you could just have whatever you liked.
I guess I'm saying that the ability to tinker with stats is not, of itself a perfect answer.
That DAO tactics screen for example, probably too onerous for most has been replaced with tactics that are arguably too rudimentary, we are looking for something smart inbetween.
Similarly, I think the health change is a good thing I now consider guard and the battlefield before me.
Yes, some additional sneak options would be interesting.
So would be the option to lure foes into an prepared ambush without your own party running around like loons.
In short, I think innovation can take place with simplified but clever mechanics
and the need for tweaking numbers manually can be largely dispensed with.