Stormonu
NeoGrognard
That's why there were saving throws - the archer has to roll to hit, the spell victim makes a save. If you make a spellcaster roll to hit then to even things out you'd have to give victims of arrows and weapon blows a saving throw to mitigate the damage too. In older editions, if the spellcaster was required to hit, their THAC0 would cause most attacks to miss. By tying it to saves, the system could be set up so the magic-user had a good chance of affecting the foe. To counter that saves got easier, magic-users spells often added in the effect that a successful save only reduced the damage to half - after all the magic-user's resources were limited, unlike the number of bow shots or sword swings the melee characters could make.However, there is a tangential casting puzzle across all editions of D&D that has bothered me since day one: an archer has to roll to aim her shot; a person throwing a lit vial of oil has to roll to aim his throw, so why doesn't a caster have to roll to aim her ranged spell?
I've long since fixed this in my own game, but it still bugs me that the core game gives casters this huge (and IMO undeserved) advantage.
Anyways, when it comes to spells like Fireball and such, it's like hand grenades - "close" is enough.