1) A face-to-face fight is hardly a corner case.
*facepalm*
I didn't say it was. I said "a Formal Duel" was a corner case- IOW, a fight with rules imposed on it that would preclude participant from doing things like attacking from range, using improvised weapons, or any weapons but for their own bodies and whatever weapons were provided.
Without those rules in place, the high-Dex PC is a fool not to take advantage of his superior Dex via ranged attacks, etc. if he is able.
In any in-door situation, you're a lot likelier to face off at melee range than at ranges where bows grant an advantage.
A bow is not the only ranged weapon. A trained fighter- as I think we are assuming these to be- can be deadly with a thrown knife or other similar weapon.
Outside, unless you're on a flat plain, you're still likely to encounter enemies closer than not.
Outside, I probably have a ranged weapon or a ranged/melee weapon at the ready as opposed to a pure melee weapon.
And even if I don't, Mother Nature gives me rocks, sticks, and the ever-popular handful of dirt.
I've already demonstrated that opening a close combat with a ranged weapon will cost you advantage, not gain it.
Just as I've demonstrated that opening combat at range if that is possible is an advantage.
Even ignoring Power Attack, if you attack me with a 1d8+4 bow and I charge you with a 1d12+6 greatsword, I have the advantage.
Not if I hit you at range AND manage to drop & draw my greatsword before you can successfully close. And if my Dex is 18, I'm probably planning on doing
exactly that.
BTW, I do this all the time in game. That extra attack at range...yummy. Better still if I can actually arrange to fight in a retrograde while pelting you at range as you try to close.
2) It's cool that you have such a cinematic style of game, but I haven't met any DM who required a Dexterity check to move up and down stairs. Unless someone casts a Grease spell or makes a trip attack, keeping my footing in D&D typically isn't a concern.
You're assuming the warriors are just going up and down and around in a perfectly clear setting.
If I'm a high-Dex fighter- Hell, any fighter- I'm going to use the environment to my advantage if I can. If that means kicking a chair in the path of the
clearly clumsier fighter, I will. If that means choosing to fight in difficult footing because I think you can't hack it, I will.
Its called "tactics."
The efficacy of those kinds of improvised weapons will vary quite significantly depending on the DM, since sawdust isn't exactly codified by the rules.
This IS true...but I've yet to encounter a DM that wouldn't consider a target hit in the eyes by something like hot soup or a glass of wine at least temporarily blinded (as in at least 1 round, probably 1d4).
SRD
Blinded: The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
and
SRD
Total Concealment: If you have line of effect to a target but not line of sight he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).
Which is more than a -2 attack penalty for a round. Your attack will probably miss.
3) Unless you're playing 2nd edition or earlier, initiative is only rolled once at the beginning of the fight. While winning initiative is certainly an advantage, luck plays a very significant role when it comes down to a single roll.
If we're talking 3Ed or 3.5Ed, the Dex18 PC will have a +4 to initiative (range 5-24, average 14.5), and the Dex3 PC will have a -4 modifier (range 1-16, average 8.5*). That is a
serious advantage in probability, especially since, unless initiative is simultaneous, the person who falls first will not have a "retributive" strike in D&D. If they do identical DPR (since we're not talking about Feats, builds, etc.) and have identical HP,
the guy who goes first wins every time, statistically speaking.
* This is even skewed slightly in the favor of the low-Dex PC, since the system does not allow for negative Initiative rolls, nor did I account for the fact that the low-Dex PC has multiple chances of rolling a modified 1. If it did, the range would be -3-16, with an average of 6.5.