A skill swordfighter can't "miss" either - the attack "misses" because the opponent successfully blocks with a shield, or parries, or dodges, or threatens to riposte, or . . . So why don't we resolve melee combat via saving throws?
Good question. I'll assume it's rhetorical, and add another:
Why should a skilled swordfighter have a 1 to 20 range of bonuses to add to his attack bonus?
You may not be aware that in 4e the caster rolls an attack against each target.
I am completely and blissfully unaware of most things in 4e.
I don't see it that way. I think spellcasting is a difficult thing to do, that's why not everyone can do it. A wizard has to train to become a wizard, and as he/she gains experience, their proficiency at it gets stronger.
You're right. Story-wise. But regarding the mechanics or rules, a player just says "I want to play a wizard," and poof! He can cast a bunch of spells, without fail. Also, it feels overlooked to me, but there's only one rule (3e) that prevents Joseph the farmer from casting Fireball. (INT limit)
My point was that something like spellcasting seems much more complicated than club-swinging, and therefore should require something (a roll?) to determine success.
Do you see the armor class of, say, a fighter with AC 13 as a "take 13" every time he is trying to resist a sword strike or arrow attack?
Actually, yes. The armor class rules assume that a PC always rolls 10 on his defense check.
It creates this nice little system where if you have a very powerful high-level wizard casting a spell on a low level creature, the creature has a hard time resisting the spell, and that makes sense. If the wizard has to roll in order to see if he hits, then he might roll a natural 1 and completely fail at trying to cast the spell at a very weak low-level creature, and that doesn't make as much sense.
You're right. Rolling 1s sucks. Here's how magic could work (but won't in 5e):
A high-level wizard casts a spell on multiple low-level creatures.
- Casting spells is a skill. So the wizard makes a cast spell check.
- The wizard can take 10 on his check if he wants to avoid a natural 1. Or 2. Or...
- The wizard's result is the spell DC.
- Avoiding spells is a skill. So the low-level creatures make spell-avoiding checks (saves).
- The low-level creatures can take 10 as well, if the GM thinks it's appropriate.
If the encounter isn't important, or the wizard is epic, or the GM wants to save time, or whatever, the GM can just take 10. The high-level caster succeeds, and well he should. If both sides take 10, but the caster's margin of success is small, the GM can decide that one or more creatures avoid the spell.