Blackbird71
First Post
The only fighting style that increases accuracy is Archery. +2 to hit with missile weapons.
I actually saw that option, which is why I specifically used melee combat for my example.
The only fighting style that increases accuracy is Archery. +2 to hit with missile weapons.
Well, a single attack roll in D&D has never really represented a single blow - particularly not in old-school AD&D, where a round was a full minute long. There's a whole lot of maneuvering, feinting, and whatever going on. A 5th level fighter, during all this jostling, gets two shots at actually succeeding in scoring a hit, while a 5th level wizard only gets one. Seen that way, the fighter is twice as accurate as the wizard.This "to hit" probability issue is a perfect example - when all the mechanics are taken as a whole, the fighter is probably invariably better at melee combat than a wizard with comparable strength, but the idea that a wizard can land a single blow as easily as the fighter just doesn't sit right with me.
Well, a single attack roll in D&D has never really represented a single blow - particularly not in old-school AD&D, where a round was a full minute long. There's a whole lot of maneuvering, feinting, and whatever going on. A 5th level fighter, during all this jostling, gets two shots at actually succeeding in scoring a hit, while a 5th level wizard only gets one. Seen that way, the fighter is twice as accurate as the wizard.
Sorry, but that's basing a pretty weak argument on a matter of semantics. The bottom line is that per attack roll, the wizard and the fighter would have the same chance of success and the same level of accuracy.
Well, a single attack roll in D&D has never really represented a single blow - particularly not in old-school AD&D, where a round was a full minute long. There's a whole lot of maneuvering, feinting, and whatever going on. A 5th level fighter, during all this jostling, gets two shots at actually succeeding in scoring a hit, while a 5th level wizard only gets one. Seen that way, the fighter is twice as accurate as the wizard.
The bottom line is that 5e puts much less focus on the bonus on the roll to hit for the sole measure of accuracy and combat efficacy. This is what makes Bounded Accuracy possible. D&D is an abstract system and trying to map it directly to a process simulation of minute detail is bound to cause problems. Even if the wizard had proficiency (say from a race) in a decent weapon and a comparable strength to his fighter companion, he would still lack the hit points, armor, extra abilities (action surge, better crits, fighting style, multiple attacks, etc) that make the fighter a vastly more effective combatant.
This is the roughly similar to how 4e did it (a starting wizard with the same strength could have an analogous + to hit as a fighter there as well), and--say what you will about it--that was one of the most mechanically balanced editions. At first people did a double take, but this particular issue turned out to not be a problem at all.
If not, how does it play out in practice? ... The whole situation created by this mechanic just feels off to me.
I liken it to the cyclical initiative introduced by 3e... But...once I actually started playing it, it didn't take long for me to realize it was one of the best things 3e did. The ease that it added to combat was well worth the minor adjustments to my understanding of what initiative and combat rounds entail. And most games since then (even ones that aren't d20) have followed suit, because it's just a better way of doing it.
I think this gets causality backwards. GURPS had cyclical initiative at least as far back as 3rd edition, and presumably from the very beginning. (I never played GURPS 1st or 2nd edition, but it's pretty deeply baked into the system.) There's no reason to think that it originated with GURPS, but it sure didn't originate with 3E D&D.
(I dislike cyclical initiative anyway, for approximately the same reasons that you like it. It nullifies whole layers of tactical complexity, and also makes combat more dissimilar from non-combat.)