The statement (damage + range) > (damage) is nonsense because all damage has a range. Some melee. Some 30ft. Some 60ft. Some 300ft etc.
What you mean to say is: (damage + long range) > (damage + melee range)
Yes, strictly speaking that is exactly what we're saying. I have been simplifying for emphasis. I use the label "
ranged" to mean
30' or greater reach, and "
melee" to mean
10' or lesser reach. Accuracy, awareness, and movement come into this, too -
Force = damage*accuracy
Applicable Force = force*intelligence*range*movement
I see a lot of theory-crafting around damage-dealing that ignores
applicability. My abstract construct for force identifies that "
For damage to be effective, we must apply it". I mean, when you write that down you think - "
Golly, that's hardly rocket science!". Don't you? Think of the contrary construction, "
For damage to be effective, we need not apply it".
Application requires awareness of target, range to target, ability to move to target: our ability to dominate in those dimensions will act as force
multipliers. A simple case illustrates it
- A damage*accuracy=47, range 5, move 30
- B damage*accuracy=44, range 120, move 30
- intelligence is symmetrical: they are aware of each other
- A starts 120 feet from B
In that scenario, we can intuit that A can Dash forward 60' each turn while B kites back 30' and looses four bolts. A will take at least 132 points of damage before A can reach melee with B.
- A damage*accuracy=47, range 5, move 30
- B damage*accuracy=44, range 120, move 30
- A starts 5 feet from B
In this scenario, B must accept at least one AoO from A every turn. Plus one attack if A rolled higher initiative.
Both scenarios are
outliers. My observation is that scenarios
typically start somewhere in between, entailing that B lands considerable damage on A, 44-88 points, before A can reply. A would need 14-28 turns to make up that difference.
However I contend that it cannot be determined in a vacuum if (damage + long range) > (damage + melee range) unless the (damage + long range) does the same amount of damage at melee range that it does at long range. Without crossbow expertise that criteria cannot be met and so it could just as easily be true that (damage + melee range) > (damage + long range). It's an assumption that (high long range damage and low melee damage) > (poor long range damage and high melee damage) but that assumption isn't necessarily true, nor is it easy to evaluate for any given game whether it is true or not. In other words the value of long range is a bit more complex than what you are attempting to boil it down to.
I absolutely agree. The origin of D&D fantasy skirmishes lies in wargaming, and many of the things that are true for wargaming remain true for them. An equality between (firepower) and (range and movement) is a fundamental of wargaming, borne out over a vast number of played scenarios.
So I agree with you that there will be scenarios in which melee trumps range. Perhaps Sentinel is in play, the melee has high Stealth, and first contact is at 5'. However, our question isn't whether such scenarios can or cannot arise, but whether over a vast number of played scenarios whether range "
expects" (typically enjoys) an advantage?
I also agree with you that Crossbow Expert is culpable, in obviating range's disadvantage in melee. However, I don't see why we want Sharpshooter to do Great Weapon Master damage at 120' reach?