I don't agree with the ranges for longbows in D&D; all I'm saying is that a knife in the back is less likely than a longbow at a reasonable distance.In a more realistic game a knife in the back would kill far more often than an arrow at 200 yds.
True, there is no armor as powerful as plot armor.In genre, neither will kill the hero, unless it's his time, and both will kill a mook just fine when the hero uses them.
Hit points are the compromise for better genre emulation and playability over realism. Bigger weapons doing bigger damage is just intuitive. But smaller weapons doing far less max damage is unrealistic for any weapon that can kill. ::shrug::
Ultimately, the level of realism in D&D, in general, is very, very low, while the level specific things are held to in discussions is much higher - sometimes even to the level if reality-isnt-real.
I think you're over-estimating the capacity of a knife to kill someone. Nobody hunts deer with throwing knives and unless you get lucky a throwing knife probably wouldn't penetrate more than a few inches. But regardless, a knife does 2.5 points per hit and a longbow does 4.5. I think that's reasonable ... so not sure why you think there's a huge difference.
Yeah, this is just stupid "how do we justify melee characters in a world with guns" logic. My wife and I groan every time we see it. Certain shows really abuse it (CW's Arrow for example).4e did 'Action movie' almost too well - better than it did fantasy. The most reviled-as-magic of all fighter power, Come & Get It, straight out if any action movie where the hero inexplicably uses a melee weapon over a gun...
You may be, I certainly don't. I do remember certain Arnold S movies that were so over the top as to be groan-worthy. I don't want a game that's groan worthy. Or where someone can survive a nuclear blast in a refrigerator after being thrown a few miles.Rarely, outside of hps and, with 6 sec rounds, RoF, which breaks what's possible to pieces.
OTOH, Sometimes they're even pushed in the wrong direction, there are many things a genre hero will do w/o magic that D&D has often resorted to spells or arbitrary special abilities, to model - or am I the only one who remembers Giants in the Earth...
Can't argue with that: the 'feel' of classic D&D is class imbalance.
But, I don't even think that's the imbalance at issue, here, caster supremacy isn't being challenged in this thread, mainly its the weight given to weapon choice, at bottom, that's triggered the OP...
I don't necessarily disagree, I just haven't seen the issue in games I play. If it really breaks the game for someone, it's easy to fix.
Which is my real issue with this argument. Don't like GWM and SS? Don't allow them. Or use one of the many, many tweaks others have suggested. Think feats or multi-classing lead to overpowered combos? Don't allow the optional rules.
D&D is a toolkit used to build a campaign. I think too much blame is placed on the tools when it's really the use of those tools that's the source of the problem.