s/LaSH said:What gets me is weapons. Sure, you have the opportunity to extend threat ranges, and use Power Attacks, and buff strength... but really, under the basic rules a hit from a first-level fighter isn't going to do much less than a 20th-level fighter with the same sword. (The hit chances are greater, but for thousands of times the experience, you'd think there'd be a little more damage.) That is the real problem.
In nearly all practical situations, this is a non-issue. By 20th level, said fighter will have 25+ Str at minimum, do 4 attacks per round, and typically dish out 100+ points of damage with a full attack. The base damage dice of the sword is irrelevant; what counts is the bottom line, namely full damage potential.
User skill isn't going to account for much in such a paradigm; endurance becomes the measure of the hero. It's still possible to kill them in their sleep at high levels, but not probable unless you do massive damage yourself in a coup-de-grace. And as has been stated, it's practically impossible to die in one hit.
Which is a Good Thing. Notice how instakill spells like disintegrate, PWK and h*rm are also the spells that cause some of the most angst.
I'll agree that killing monsters in one hit is fun. However, dying in one hit is typically _not_ fun.
Instead of rolling for damage, just subtract the enemy's AC from your attack roll, multiply by the size of the die you're using, divide by (say) five, and do that much damage. If you roll a threat, roll again and add the new roll (this can continue ad infinitum).
I won't pretend that it's perfect. But does anyone like the idea?
Iterative attacks already do this, and by spreading the damage over multiple die rolls, are much more conducive to the kill-the-monsters-and-take-their-treasure atmosphere that D&D seeks to create.
Which doesn't stop malcontents from bringing up the topic on a semi-regular basis, of course.