Actually, I think that getting a +0 to hit is adequately explained by a +0 Strength modifier (for Strength 10) and no weapon training.Or you could view that commoners getting a measly +0 to hit by default is in fact a steep penalty, due to low morale, organisation and expertise, which they offsets quickly due to them working together (i.e. the effect scales more quickly than the "aid another" action allows for other creatures).
Yeah, it's like they were all controlled by a single supreme overbeing, or something.Which means they must have some kind of hive mind. All this time, the humans you've trusted and interacted with every day, were actually possessed by a mysterious alien intelligence.
Actually, I think that getting a +0 to hit is adequately explained by a +0 Strength modifier (for Strength 10) and no weapon training.
This isn't a bad idea, but it really gets into tone and style. In Hero, for instance, the DM can decide to give multiple attackers a bonus for out-numbering their target, or a penalty for 'getting in eachothers way' (for instance in a kung-fu-movie inspired campaign, where the bad guys surround the hero, but then attack one at a time...). So, you could have options:Actually, i would like mob tactics to be a base feature of the game. Which should take the flanking place. This way, ganging up would give you an advantage, cancelling out the total defense action.
So whever a party outnumbers the foes in melee combat, everyone gets a bonus. Solo monsters could have a trait, that negates such mob tactics.