Originally Posted by
NigelWalmsley
I think it works well within the context of a specific encounter. If you set things up so that the standard encounter has 5 enemies and lasts 3 rounds (or whatever numbers), variable resources within that encounter give DMs a powerful tool to fine-tune balance during their game. If the Warlock (who gets at-will Invocations) is underperforming, have a longer fight. If the Wizard (who gets a bunch of AoE effects) is underperforming, have fights with larger numbers of enemies. And so on and so forth. Even if your game is mechanically perfectly balanced, it won't be balanced in practice, so you need to give people tools to adjust in practice. In this case, it also simply makes for more interesting gameplay.
There's a limit to which this is possible. Many abilities aren't clearly divisible into "combat" and "non-combat". A classic example would be Silent Image. You can use it in combat to trick enemies, but you can also use it to avoid combat entirely, or in social situations. I agree with your general point that you cannot and should not be balancing characters as having a total number of points to stick into a combination of "combat stuff" and "non-combat stuff", but neither can you treat them as entirely separate.