D&D 5E "Damage on a miss" poll.

Do you find the mechanic believable enough to keep?

  • I find the mechanic believable so keep it.

    Votes: 106 39.8%
  • I don't find the mechanic believable so scrap it.

    Votes: 121 45.5%
  • I don't care either way.

    Votes: 39 14.7%

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It's not a skewed poll.

Of course it's skewed: all polls are. This one happens to be skewed in a very clear and particular way, towards a particular answer. The original post tells the reader that "the mechanic causes the hit point mechanic to break down."

The only purpose for such an unsubstantiated claim is to encourage a specific result.

The OP also insists "just because something is balanced, doesn't make it good." That too is an opinion designed to taint the sample. If you want to remove the appearance of skewing while keeping these poll options, I would suggest you remove both of these statements.

As it turns out, you do believe that there is mechanical balance:

Mathematically is [sic; "it"] works but there is more to the game than just math.

You just happen not to care.

Would you be willing to re-write the OP to say clearly
(a) that you believe the mechanic as implemented is mathematically balanced against the other options available, and
(b) that you recognize that it only affects a small number of characters and requires players to choose a given build within a class, denying their characters other options, and
(c) that given that you are only interested in a poll on the (internal) believability of the mechanic?

You know (a) and (b) to be the case, and you know that they are important factors in the discussion. If you choose to exclude them, you should admit you are doing so. Mentioning them up front would help make the question asked by the poll somewhat less stilted.
 

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Not enough coffee this morning when I posted. Sorry. But the gist behind my post stands. People are making big stinks about minor somethings easily taken care of with a hqnd wave, and a sentence. There seems to be a large percentage of gamers who think the rules should be built specifically for their tastes and would rather discuss and argue about it incessantly on message boards rather than say..I will not use it in my game, and be done with it, which is how the game was intended to be since inception.

So what happens to that player that wants to specialize in two handed weapons?
 


Of course it's skewed: all polls are. This one happens to be skewed in a very clear and particular way, towards a particular answer. The original post tells the reader that "the mechanic causes the hit point mechanic to break down."

The only purpose for such an unsubstantiated claim is to encourage a specific result.

The OP also insists "just because something is balanced, doesn't make it good." That too is an opinion designed to taint the sample. If you want to remove the appearance of skewing while keeping these poll options, I would suggest you remove both of these statements.

As it turns out, you do believe that there is mechanical balance:



You just happen not to care.

Would you be willing to re-write the OP to say clearly
(a) that you believe the mechanic as implemented is mathematically balanced against the other options available, and
(b) that you recognize that it only affects a small number of characters and requires players to choose a given build within a class, denying their characters other options, and
(c) that given that you are only interested in a poll on the (internal) believability of the mechanic?

You know (a) and (b) to be the case, and you know that they are important factors in the discussion. If you choose to exclude them, you should admit you are doing so. Mentioning them up front would help make the question asked by the poll somewhat less stilted.

The mechanic does cause the hit point reasoning to break down and has been proven many many times already.

I have already stated that this isn't a poll about balance. That was 4th editions problem, it was always about balance which caused things to fall apart.

I think posters like you forget what role playing games are all about with a big emphasis on "role playing". When I play Monopoly, I don't think about a giant shoe owning a bunch of property, money, and goes to jail at times. RPGs are different.

Edit: From the OP: "Balance isn't an issue here, but just because something is balanced, doesn't make it good."

 


Here's a non-profound idea: How about the core rules unifies both playstyles by offering an interesting GWF mechanic that doesn't break immersion for almost 40% of Enworlders thus far and offer a tactical module that allows you to swap the core GWF mechanic for the damage-on-a-miss. Now both camps can enjoyably use the core rules, without placing the burden on the DM for houseruling.
 


Err..make a ruling or houserule that suits your tastes?

Nope.

Mechanics like these are like a virus or a cancer, they begin to spread throughout the game which would eventually cause me to change so much that I might as well build my own system.
 

Here's a non-profound idea: How about the core rules unifies both playstyles by offering an interesting GWF mechanic that doesn't break immersion for almost 40% of Enworlders thus far and offer a tactical module that allows you to swap the core GWF mechanic for the damage-on-a-miss. Now both camps can enjoyably use the core rules, without placing the burden on the DM for houseruling.

Oh yes, because 12 people not liking something is a great reason to remove it.
 

Here's a non-profound idea: How about the core rules unifies both playstyles by offering an interesting GWF mechanic that doesn't break immersion for almost 40% of Enworlders thus far and offer a tactical module that allows you to swap the core GWF mechanic for the damage-on-a-miss. Now both camps can enjoyably use the core rules, without placing the burden on the DM for houseruling.

That would be nice but I don't see WotC doing this.
 

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