That level 20 Fighter also only hits Asmodeus 70% of the time causing his damage per round to drop to 35.35. It takes a little more than 7 attacks on average for a Fighter to deal 250 points of damage to Asmodeus.
You are misreading it. The effects of overlaping clouds do not stack. Each creature in the clouds only make one save and only take 6d6 fire and 6d6 bludgeon or half that on a successful save.
2) bounded accuracy - I can see some of the complaints, and right now it is not very elegant at high level, but something has to increase with level. In this case, it is Hit Points and Damage. It still beats both attack bonus, defence bonus, plus damage & hit points.
The trick with all of this is to find the right scale over which something will increase during the course of 20 levels. With accuracy, I think we've hit the right track with 0-5, and it would be nice to see skills come into line with that rather than the silly skill die. With damage we have more difficulty, because HP canonically go up by quite a large amount every level, and we're still seeing +Con mod every level too. If you expect a 1st level 1-on-1 fight to be over in 4-5 rounds, then with d10 HP every level you've got to scale damage to end up with 4-5d10 at 20th, for the fight to last the same time.
Now I wouldn't be against to a little extension in combat times at higher levels, epic fights are naturally more drawn out affairs, but we could also work at the other end to reduce the HP gain every level. Perhaps making d8 the highest player HD? Removing the Con mod every level? Fixed value HP gains? Non-linear HP gains? There are a number of options to explore.
Yeah I'm not really into this whole bounded accuracy idea anymore. This feels way too experimental for what D&D Next is supposed to be. This math is substantially different from any previous edition and I don't trust them to get it right with the initial release, and I don't want to keep up with a torrent of errata or buy a new half-edition 2-3 years later.
These designers need to eat a nice big slice of humble pie and just go back to classic D&D math imo.
They have way too long a leash and are wasting a lot of time here. When you think about it's pretty ridiculous that it takes 3+ years to put together a new edition of a 38 year old dice game.
It depends if he has a magic weapon or not. But still, even assuming it takes the fighter 7 rounds to kill Asmodeus all by himself, that's a huge problem. Asmodeus is supposed to be an epic solo monster type threat, and it won't just be the fighter attacking him, the rest of the party will be helping. A 4 man party including a fighter, rogue, monk and cleric could easily kill Asmodeus in 2 rounds. That's hardly what I'd call an epic fight.
But the d10/d12 has other possible benefits, such as being random. This is useful for things like the rogue skill tricks. If you go with the 0-5 route (which I like more than the dice, for that matter), you need to change the rogue skills and build something different.The skill die is essentially like +6.5 on average, reducing that to d10 at high level would put it more on par with the 0-5 progression. I agree that 0-5 is about right though.
As for hit points, we simply need to scale damage correctly with hit points. The problem is that it becomes more complicated to balance out as you get high level as more robust abilities come into play. I don't think reducing the maximum hit die size wouldn't do much to help this, it just narrows the differences between the classes which I think is a bad thing.
But the d10/d12 has other possible benefits, such as being random. This is useful for things like the rogue skill tricks. If you go with the 0-5 route (which I like more than the dice, for that matter), you need to change the rogue skills and build something different.
Yeah, I'd rather higher level enemies have 20 hp less and fighters not get their extra 20 damage, too. Also, the martial dice....this has been noted before....make the weapon choice insignificant, almost insultingly so.