the designers can either dispense with narrative and make an abstract board game, or they can write better narrative.
Those aren't the only two options. For example, 4e has very minimal narrative, but is not a boardgame. Rather, it uses keywords to anchor the mechanics in the fiction (eg why does a fireball set things on fire? because it has the [fire] keyword); how do I know that the push from a wight's "horrific visage" attack represents the victim running away? becaus the power has the [fear] keyword; etc).
If the designers decide to do things via narrative rather than some other fashion, such as keywords, then they had better think through what that implies for designing and using the mechanics.
For example, once you make the narrative count, players will always be pointing to the narrative to try and get advantage. At a minimum, then, you want to think about how encounters can be designed so that this doesn't just degenerate into every player rolling twice every time for every ability - eg by designing encounters with multidimensional stakes (even if that just be manifested in complex geography) which makes playing the fiction for advantage a more nuanced choice with more subtle implications.
Magic missile
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Fireball
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we have had some classes be able to auto-kill kobolds if they want since the very early days of D&D.
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The slayer background allows a PC to do a small amount of damage even on a miss. I have no problems with this personally - careful description can make this believeable, providing the concept of abstract hp is accepted.
As this background is available to spellcasters and non-spellcasters alike it goes a small way to allowing non-spellcasters the sort of reliability spellcasters have traditionally had available to them in affecting their environment.
But that's magic! Everyone knows magic gets to do cool things!
Although Dannager is responding ironically, and I tend to agree with the ironic response, I think the response is also probably correct taken literally - that is, there seems to be a large cohort of D&D players who will give magic that allows players to exercise narrative control a free pass - because "it's magic" - whereas they will hold
martial/mundane abilities to a process simulation standard.
Given this, it is no good for WotC to design just so as to provide satisfactory pacing and narrative control (which is what is obviously going on with Reaper, with the thief's knacks, with at-will cantrips, etc). They also need to think about how these can be resolved with a process simulation outlook of many of their (potential) customers,
without thereby just cutting off their customers who aren't particularly interested in process simulation but do want the cool pacing and narrative control.
I don't see how this can be achieved just by tweaking individual ability descriptions. But then, I'm not a professional game designer.
Since you asked, no not to me it doesn't. 1/2 damage on a miss was one of those things about 4e I disliked.
If 5e is just 4e+ then I am not likely to purchase it.
Well, let's flip that around - if 5e is just AD&D, or 3E, then
I'm not likely to purchase it.
Or to take a bigger perspective - it's one thing to say that you don't like damage on a miss. It's another thing, in discussing the "unity edition" of D&D, to say that such a thing has not been part of the game since 1974, when in fact it has been, and (it turns out) you
know that it has been.
Contrary to what you posted upthread, it's
not the case that by including damage on a miss WotC is adding something to the game that has never been there before. Rather, it's continuing something that's been in 4e from the beginning of that edition.
There's a difference between "just being 4e+" and having game elements that are recognisable as drawing up on 4e. And there's a difference between a
unity edition, and an edition that is attractive to non-4e players simply in virtue of repudiating everything that was distinctive about 4e.