Celebrim
Legend
You should do what works for you and your group. If the HR works for you then the argument is pretty much over. Game on and enjoy.
Here we are in full agreement.
The rest of your post doesn't reflect my experience, and makes assumptions of intention that I think are unwarranted. I'm skeptical of claims to know 'why' rules are a certain way, or what propositions the designers intend to be resolvable.
If you really want magic to work unreliably then you're probably actually using the wrong rules, and maybe the wrong RPG entirely.
In general, the problem with unreliable magic in any RPG is that it tends to make resolution too difficult to resolve in play. At one time I had intentions to make magic more well, magical, and numinous. But it requires the DM reflecting on and knowing the aspects of every magic item in play at all times and simply becomes fiddly after a while. It's just simpler to have magic 'just work'. Even in my SIPS for Hogwarts game (homebrewed for my family), spell failure is part of the rules but happens fairly rarely and the rules system is so 'lite' (being designed originally for 5 year olds) that mechanical consequences are never complicated (and rarely happen anyway).
Your assertion that spells are 'accurate' is undermined by the fact that many spells do require 'to hit' rolls to place accurately. Why should the missile of a fire ball be any more accurate than the missile of a ray? Different sorts of saves are just mechanical differences. It's reasonable to say, "Fireballs don't require a 'to hit' roll, because a miss by a few inches either way is still 'close enough'" It's not however any more unreasonable to suggest that magic can be inaccurate in D&D than it is to suggest that the saving throw is meant to represent that inaccuracy. This is because D&D pays almost no attention to how magic works, rather than merely what magic does.
Can an archer not hit a target moving at any imaginable speed at a range of 500'?
Even in D&D hitting a diminutive fast target at 10 range increments requires a very lucky shot or a super human archer (you need a modified 37 or so on your to hit roll). Sure, we could complain about the fact that in D&D, you never have a less than 5% chance to hit the bull's eye, but it's equally true that no fortune mechanic is ever exactly going to represent reality in the extreme cases.
But you will never, EVER hear anyone complain about how ridiculous that is. You say that everyone considers your new rule fair and they seem to tolerate it - but why was this ever even considered a problem?
First, never is a very strong word. In point of fact, using my house rules, you have a -1 penalty to hit a moving target with a missile weapon in my game for each 40' the target travelled during its last action - this on top the already high difficulty of hitting a small target at extreme ranges. Hitting a sparrow on the wing from 500' away would be hard to do even with True Strike in my game, precisely because I consider archery at such high ranges when you are trying to hit something smaller than a barn to be highly problematic. So, now, you've heard someone complain about how ridiculous that is. As for why this could be considered a problem, as I said before, I've had problems with players attempting to argue that the ability to perfectly snap to a grid perfectly implied not the simplified abstraction I see it to be, but rather actual perfect precision that I don't think is actually intended. Spells like fireball snap to a grid in order to simplify resolution, and not I think because they are meant to imply that the spell can be placed to within a 1/4" every single time. The vast majority of times to me it doesn't matter, since the rules for hitting an inanimate target imply that its generally a trivial task. But at times the players attempt to use this precision to subvert the clear intention of the rules elsewhere - say the rules for cover. At such times, to maintain the balance expected by the system, I ad hoc a 'say yes, and roll the dice' in response to their attempts at creativity to avoid the even worse problem of player's defining creativity in terms of subverting the rules.
The basic meta-rule here being, "If it's a doubtful thing, it requires a roll." At the very least, there is an element of dramatic tension involved. A similar idea would be, "The battle grid only exists to keep things simple. Where it makes things more complicated, as for example a room that doesn't fit well in a 5' grid or where moving the arbitrary grid around in the room would results in different rulings, it's subject to interpretation or even ignored." The later is to say, "You can place the grid where you want it. Every point in space is potentially a grid intersection." Consider for example the problem of the 7' wide corridor.