D&D 5E I just don't buy the reasoning behind "damage on a miss".

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I hope y'all don't mind, I will cross-post my objections to GWF here to compare with what this forum has already brought up (some of which are in my list already):

I've compiled a list of problems with GWF and damage-on-a-miss over at Wotc forums:

Hello forum, I've compiled a list here of problems with Great Weapon Fighting style, which I will now quote:

Great Weapon Fighting
When you miss a target with a melee weapon
that you are wielding with two hands, the target
still takes damage from the weapon. The damage
equals your Strength modifier. The weapon must
have the two-­‐handed or versatile property to
gain this benefit

Problems that I see with this mechanic (being a game creator with over a dozen high profile, AAA titles to my credit):


1) It allows 1st level fighters to do damage every round they attack. If you cannot see why that violates how D&D combat is supposed to work, I don't know what to say. It's not how D&D fighting has worked in any game I've ever played.
2) No human is so perfect that he can never fail to harm his opponent any time he attacks them. Certainly not a 1st level Fighter fresh out of boot camp
3) Armies of Ogres or Trolls using PC creation rules can use this to auto-win any battle due to their excessive strength and HP in the first round or two of battle, by concentrating firepower on one target near them.
4) If used against PCs, they will not appreciate the DM being able to kill them without any input or agency from either D20s or damage dice
5) It ignores which weapon you're using, so a longsword used two-handed has the same effect as a greatsword or greataxe. Removing the importance of weapon selection is something feedback rejected
6) The higher level you get, and thus better accuracy, the less often the fighter will benefit from his fighting style. Fail. Simple fail.
7) All objects being attacked, no matter how small, will be auto-smash. Has important ramifications for epic battle scenes where crystal balls need smashing on time. Or ropes need cutting to lower the drawbridge. It removes the agency of the dice from the game, which, being a game where dice are used when outcomes should be uncertain, is bad form.
8) It turns all enemies with HP < # of attacks per round * str mod into insta-kill minions, up to 20 HP. That was previously a level 20 fighter ability in a previous packet. Should give a clue. This is terrible news for wizards, both PC and NPC wizards, who will be insta-gibbed.
9) It completely negates all defensive fighting styles : AC +1 ? Useless. Granting disadvantage? Useless. Investing into 30 AC, with artifacts, spells, buffs, invisibility, disadvantage? Useless
Actually, it basically means a fighter in full plate and magic is no better defended from incoming damage occurring than a naked, prone, disarmed and helpless princess on the floor.
10) If you have less than X (mentioned above) HP vs a foe with this ability, your armor is useless, as you will die no matter what, anyway. Ever single time.
11) There is no point in rolling to-hit or damage when a fighter attacks a foe he knows has less than his GWF damage. This can be 20, or it could be 50, 60 per round. Insta-kill terminators, here we come!
12) There is nothing specifically relating to the use of two-handed weapons even hinted at in the style. It could easily apply to any other weapon type, TWF, S&B, bare-hands.
13) It says you miss with your weapon, but your weapon does damage. Not you doing damage, your weapon doing the damage. Since the weapon missed, how is this possible? Doesn't bother explaining (it can't, because it's nonsense)
14) It makes a mockery of the english language, basic logic, and basic physics, and forces you to interpret HP as being essentially a meaningless stat. Contradictory definitions = meaningless.
15) Wizards have unerring striking in a daily spell, Magic Missile, not a cantrip. This is essentially an at-will Magic Missile for fighters, mechanically. Actually better since it can potentially do much more damage. So it fails on a balance level against an iconic wizard spell, which currently costs them a daily slot to use.
16) Wizard cantrips do not do damage on a failed saving throw, and thus never miss. Why should fighters get that? They already get multiple attacks per round to scale their damage
17) Spells with saving throws that are succeeded by the target are still within the area of effect of the spell. The analogy is that they hit, but roll less damage. This mechanic is like a spell with NO saving throw for zero damage, no matter defensive abilities like Evasion.
18) In the last round of battle, every monster from the lowest kobold, to the greatest dragon, stands a good chance of being auto-killed without any dice rolls, precisely in the most dramatic possible moment of their existence. Removing dramatic tension in epic death scenes, and nail-biting will he / won't he be killed this round, is one of the cornerstones of D&D fun. Finishing off that dragon with a lame auto-damage mechanic is probably the thing that bothers me the most about this. In the last round of battle, at low HP, a dragon is no tougher to kill than a naked, blind, and gagged kobold.

Any additional flaws? I intend to write this as an open letter and hound the designers until they respond to each bullet point one by one.
 

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Can you get killed when a trained warrior's blow rains down on your armor and shakes your body around? Or when you take a blow and sort of roll with it? Sure, I actually buy that. When a trained warrior takes a swing at a goblin, even if the goblin rolls with the blow, it hurts...and since it's a goblin, it probably hurts enough to kill the critter.
Yes, but what's a trained warrior? Is a first level fighter a trained warrior?

This gets tricky because someone people want first level characters to already be heroes, while other people want them to be unskilled yet have great potential, and other still want them to be the equivalent of Bilbo Baggins running out of his house without handkerchiefs.

That said, I don't think I'd have a real problem with a rule that says you can only die from a hit.
I'm wary about solving a problematic rule by making another rule. If a mechanic isn't working well, and you have to add general clarifications, clauses, and exceptions to keep it working as intended then the rule might not be work salvaging.
 

It's a player fiat mechanic, and in practice, in those circumstances I wouldn't ask for an attack roll. The player just gets to narrate his/her PC taking down the kobold.
This is an unsatisfactory solution. It's essentially saying "Put away your dice; your character cannot fail so you do not get to play the game." You don't roll to attack, you don't roll for damage. You just walk forward and things adjacent to you die. The character becomes mobile hazardous terrain.

Also, there's something odd about a level 1 fighter with literally no experience, who was just handed his grandfathers claymore, walking out into a cave and just slaughtering kobolds with no effort.

I don't think it is, actually. An AD&D PC with 10 hp left is attacked by dragon breath for 40 hp, save for half. The save doesn't change the narrative whether it succeeds or fails - the PC fries to a crisp! Never seemed to cause many problems.

(Of course, the narrative isn't literally identical on a hit or a miss, because different amounts of damage are dealt.)
Area of effects are very different that single target effects. The narrative of a breath weapon (or vial of Greek fire) is different than a sword blow (or, potentially, a ray of frost).
Even if you duck behind a convenient bit of rock or duck and cover behind a shield, you're still engulfed by flames. And take damage. There was no way for the fire to "miss" because it filled your entire square and the surrounding area. The dragon didn't need to "hit" you so much as aim for your general proximity.
 

Area of effects are very different that single target effects. The narrative of a breath weapon (or vial of Greek fire) is different than a sword blow (or, potentially, a ray of frost).
Even if you duck behind a convenient bit of rock or duck and cover behind a shield, you're still engulfed by flames. And take damage. There was no way for the fire to "miss" because it filled your entire square and the surrounding area. The dragon didn't need to "hit" you so much as aim for your general proximity.

So if someone threw a grenade at you it would be pointless to jump for cover? Why do explosions get to play with gamist abstractions like "filling an entire square and surrounding area" but sword swings don't?
 

I don't see anyone denying consistency. The question is over how different sorts of rolls can be interpreted.

Can you show me any rules text that supports this?

If you are right, that means that an ordinary orc with AC 7 or so (AD&D) or AC 14 or so (3E) - whom no PC can ever miss on a 19 - can never parry a blow. It also means that no one ever parries better or worse, because their defence is always static.

Here is the definition of "attack roll" from AD&D where Gygax, at least, disagrees with you (DMG p 61):
During a a one-minute mele round many attacks are made, but some are mere feints, while some are blocked or parried. One, or possibly several, have the chance to actually score damage. For such chances, the dice are rolled, and if the "to hit" number is equalled or exceeded, the attack was successful, but otherwise it to was avoided, blocked, parried, or whatever.​

Nothing there entails, or even suggests, that a roll of 1 to 3 may not be the best-placed blow ever which is nevertheless parried by a skilled or lucky opponent.

Weren't rounds in 1e a minute long? They are 6 seconds long in Next, and 1 attack = 1 attack, otherwise you'd be doing damage every time your swing was "parried", multiple times per "attack"
 

Weren't rounds in 1e a minute long? They are 6 seconds long in Next, and 1 attack = 1 attack
I've been assuming that melee combat in next is meant to at least vaguely resemble melee combat in the real world. So I'm assuming that there is more than one thrust/blow/strike per 6 seconds, and hence that Gygax's description is still apposite.

This is an unsatisfactory solution. It's essentially saying "Put away your dice; your character cannot fail so you do not get to play the game." You don't roll to attack, you don't roll for damage. You just walk forward and things adjacent to you die. The character becomes mobile hazardous terrain.
Much like magic missile? Or an AoE vs low-hp opponents?

there's something odd about a level 1 fighter with literally no experience, who was just handed his grandfathers claymore, walking out into a cave and just slaughtering kobolds with no effort.
Is a first level fighter a trained warrior?

This gets tricky because someone people want first level characters to already be heroes, while other people want them to be unskilled yet have great potential, and other still want them to be the equivalent of Bilbo Baggins running out of his house without handkerchiefs.
A 1st level fighter is trained in all weapons and armour, and can best multiple experienced warriors (goblins, orcs etc). To me, that is not redolent of "no experience" or "unskilled".

Area of effects are very different that single target effects. The narrative of a breath weapon (or vial of Greek fire) is different than a sword blow (or, potentially, a ray of frost).
This is simply a D&D convention.

In real life, even inexperienced civilians can miraculously survive explosions. In D&Dnext, a fireball does a minimum of 6 hp of damage and therefore a goblin cannot survive.

Anyway, now that we're talking about "narratives", here is the narrative for a great weapon fighter in the current playtest: this fighter is a relentless dreadnought, and nothing escapes him/her. Especially not goblins and kobolds. They can duck behind their shields, but that won't save them!

Why do explosions get to play with gamist abstractions like "filling an entire square and surrounding area" but sword swings don't?
Exactly.
 

Why do explosions get to play with gamist abstractions like "filling an entire square and surrounding area" but sword swings don't?
Because they get to play with the attack roll abstraction instead.

So if someone threw a grenade at you it would be pointless to jump for cover?
An interesting point, in that it illustrates exactly why damage on a miss is bad. If someone throws a grenade at you and you have improved evasion, it reduces or eliminates your motivation to jump for cover. Similarly, if you have damage on a miss and you're attacking an opponent who's almost gone, there's no reason to try to swing effectively.
 

So if someone threw a grenade at you it would be pointless to jump for cover? Why do explosions get to play with gamist abstractions like "filling an entire square and surrounding area" but sword swings don't?

Well it would be better to take a bit of shrapnel to the leg then it would be to be blown apart so you try and take cover or get away.
 

Explosions aren't game abstractions. AoEs exist. They're a simplification.

Jumping for cover is handled via the saving throw. And there are a number of skilled classes that can entirely avoid damage. (Which can be a stretch in an of itself.)
 

If someone throws a grenade at you and you have improved evasion, it reduces or eliminates your motivation to jump for cover.

Well, actually, I've always interpreted to simply mean you are exceptional at finding the cover, not that you don't make an effort. I don't like the do damage on a miss because it effectively means you can't miss but I don't think its quite comparable to Improved Evasion. Even with Improved Evasion, you still end up taking damage if you fail, its just you never take full damage from an area effect.
 

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