But it didn't make that much sense, imho.
That may be so. I'm not trying to change your mind, just tell you what I want and how I see things.
So fighting a 12 headed hydra is fair game, but fighting 12 bamdits with short swords is not. Same goes with fighting two manticores (who shoot 6 spikes each).
If they have just as many attacks from different angles as 12 crossbowmen, then it should probably be just as hard to defend against.
Your hero can, at proper level, face and defeat 2 giant monsters with lion bodies and old man heads that shoot 12 spikes per turn, but he should die to 12 commoners who bought a crossbow.
I guess you can build a game like that. But it really does not hold any sense.
I wouldn't want it to work that way. If the monster is making just as many attacks as 12 crossbowmen, then, again, make it just as hard to defend against.
That might be valid for a dragon's corner case. What about giants? Manticores? evil wizards?
I'm not sure where you're going with this. I think 12 crossbowmen should be dangerous to an evil wizard, as well as things that don't have the necessary natural defenses. That could apply to giants, manticores, etc. If you want giants to be immune to crossbow bolts, put them in heavy armor and give them a very thick hide. Give manticores a very thick, plated skin. If they don't have that type of skin, then yes, make them vulnerable to crossbow bolts.
The problem, then, is that you are looking into level 6 or less characters. Strider is level 6, not more. He could NOT defeat a Balor (balrog). Not even close. He could not even defeat a BABY troll on his own. He needed a party, and they got beated in the process. He was able to scare a few nazguls, becouse he had a Plot Device to do so. If you want to see a high level warrior in Tolkien's books, what about Fëanor, who could defeat a platoon of Balrogs. Do you thing 20 orcs with crossbows could defeat Fëanor? Do you think 20 orcs with bows could have killed Glorfindel as they killed Boromir?
If you want to reproduce the feeling of Lord of the Rings or Conan, I suggest you to use E6 rules, where the level advancement is limited to level 6.
Once again, I'm not trying to say "the game doesn't function this way past a certain level." I'm saying "while I know the game functions this way past a certain level, I'd like an option to avoid that, if possible." That's all. You don't need to prove to me that more powerful warriors exist. I know that. My point is that fantasy is filled with examples where badass people
can be defeated by mundane threats, and that I'd like that type of game to be able to be modeled at all levels. And with the stated goals of 5e, I think that's a fair request. As always, play what you like
I don't think the core problem with this particular scenario is the degree of damage, per se - it's more the area effects. If a fireball won't wipe out city guards, what's it for? Clearing rats from basements?
Here's the thing, though: just because 12 crossbowmen are a threat to the wizard, it doesn't mean the wizard needs to be impotent against them. Sure, maybe he can kill all of them with one spell. But, if they get the drop on him, ready an action to shoot if he's hostile, and order him to surrender, I want to be able to play the game in such a way where that threat carries some weight mechanically.
If an alternative is intended to change the nature of the game, why would it be best placed as a "module" within the same game? This is what I don't understand - if folks want two (or more) different games, why in tarnation try to shoehorn them all into one, overarching system?
This is, effectively, the stated goal of 5e. "Want to play your game
this way? We've got support for this style of play. Want to play your game
that way? We've got support for that style of play." The hour-long Q&A video touches on it, where they talk about modules for indie-style play where players have a lot of narrative power, etc. They're talking about modules for changing the nature of the game, and, with that in mind, I'm saying what I'd like to see.
Added: It's not even like GURPS - GURPS is set up to play fundamentally the same game with different backdrops and conceits. The core of GURPS is (intentionally, as far as I can see) essentially the same regardless what setting you use. Is this another example of using the same words for different concepts, maybe? When we say "different game styles", I see GURPS as generally supporting one game style, not several.
I don't think that's 5e's goal. Like I said, if they plan on being able to institute a "indie-style" game module, I think they're planning on supporting massive shifts in the "nature of game" via modules. I think, as of this point, it's fair to bring up one of my preferences.
I don't even want to play this all the time, mind you, but I like this sort of game quite a bit (just as I also like low-magic settings quite a bit). But, from time to time, I
do like being able to be the guy that laughs and beats the 10 evil guards who try to imprison him. And, as far as D&D goes, I expect that to be the norm. But, since they're trying to be so diverse via modules, I feel absolutely in line by stating what I'd like to see. As always, play what you like
