TallIan
Explorer
GWF - reroll 1s and 2s for damage (why so fiddly?)
Dueling - flat + 2 damage (why a flat bonus when GWF gets less?)
Archery - flat + 2 to hit (why a flat bonus instead of ignoring 1/2 cover?)
Two Weapon Fighting Style - seems reasonable
Protection - rarely seems to be used
Defense - seems reasonable
Why in the world would you give flat bonuses to some, but make someone pick up dice and reroll otherwise? I think that is bad design.
GWF, rerolling 1s and 2s is a bit fiddly, but it increases your average damage without increasing you maximum damage. Compare that to duelling where the flat +2 increases your average and maximum damage. Combined these effects amount to making the choice between two handed fighter and sword and board fighter more thematic as the numbers shake out the same (How successful this is is open to debate.). I think it's probably done this way to balance tier 1 play where 17 damage (roll 12 +2 style +3 STR) in a single swing can kill most bad guys. Though I would say it is a bit unfair that sacrificing AC for more damage output doesn't amount to anything.
Archery style being a to hit bonus seems to be a way to keep variation in the mechanics of choices rather than just choosing the option that give you +x on your chosen approach to combat. There is also the fact that if you are shooting at a melee enemy, your shots are limited as that enemy is going to close in and prevent you from using your ranged attack. Improving the chance of doing something before that seems a fair way to ensure that archery style is a valid choice.
Your GWF fix seems WAY over the top. If you feel it needs a boost then change it to +2 to damage. The bigger damage die of two handed weapons already represents the greater damage of the choice of fighting. Rerolling 1s and 2s takes a great axe's average damage from 6.5 to 7.3, just adding +2 takes the average to 8.5 - a big enough bonus IMO.My fix to this:
Great Weapon Fighting Style: add 2x STR to damage rather than 1x STR.
Archery Fighting Style: Ignore half-cover.
The resolves to:
A practiced archer can fire more freely into melee but doesn't get a bizarre bonus at other times.
Someone swinging a weapon with two hands should hit A LOT harder than someone using one hand AND requires the player to roll less dice.
What do you think?
Ignoring half cover rather than a +2 strikes me as silly. If you are capable of hitting the bad guy's right shoulder as he sticks it out of cover, you are surely more capable of shooting him in the throat when he is not behind cover. Mechanically I think the +2 all the time is easier to deal with as well.
So, are fighting styles an afterthought? I don't think so. Are they fiddly? Yes, a little, but that makes your choice of fighting style more than "where would you like to apply your +2 bonus?" even is that choice is only illusory.