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

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Because they get to play with the attack roll abstraction instead.

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.
Wait, wait, wait. Who's the "your" here? The character always has motivation to jump for cover, and certainly isn't aware he has "improved evasion". It's just a placeholder term for his preternatural ability to sense and react to danger. See "spider-sense". There's no need to be "motivated" to jump for cover. Who willingly takes half damage if they have a chance to take no damage?
 

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If someone rolls a 17 to hit an AC of 18 the response is usually more along the lines of"So close! You just barely missed!"
No one says that if you roll a 2, and they especially don't say that if you fumble on a one.
In most versions of D&D 1 is not a fumble, just an auto-miss.

And when people say "You just barely missed", in my experience they are talking about the numerical gap between the number rolled on the die and the number required. I don't think they take the view that (for instance) a skilled fighter swings absurdly wide on (say) 1 in 4 strikes, even though 1 in 4 attacks will involve a 5 or less on the die. They certainly, in my experience, don't assume that a skilled fighter fumbles his/her weapon 1 in 20 strikes.

The d20, at least as I experience it, is about rationing outcomes, not modelling how bad a miss is. For instance, from the d20 roll how do we tell whether or not the opponent's shield made a difference?

In the old days I remember seeing it suggested that you know the shield mattered if the attack missed because of the shield but otherwise would have hit. But that makes no sense at all. If 1/2 of attacks are misses, and a shield grants +2 AC, then this means that the shield only mattered to one-fifth of those missed attacks (the other 4 in 5 would have missed even without the shield). The notion that a shield is useful in defending yourself only 6 seconds in every 30 of fighting doesn't strike me as very plausible.

Parrying and blocking are something else again - there is not any way of correlating miss results to parries or blocks unless you take the view that this what DEX is for, and do it the same way as shields - with the implication (inherent in some suggestions that we could solve the issue by making it "damage on a touch AC hit") that no one with a DEX below 12 ever parried or blocked a blow.

Sorry that's rambled and diverged a bit - I'm just trying to explain, with some examples, why I don't think that the d20 result on a miss can be correlated with the degree of finesses of the blow, anymore than is the case for the result on a hit. (Even if a crit is rolled the real determinant of the effect is the relationship between the damage roll and the target's total hp, not the die roll itself.)

Skill checks are already set up on the idea that the closer to or higher the result compared to a DC, the more successful the result, with rolls exceptionally lower entailing hazards and such. Why should an attack roll be under a totally different paradigm where everything is totally binary and a 5 is exactly the same as a 15 if both "miss"?
Skill rolls in 3E are a distinct mechanic. If attack rolls were like skill rolls, then bonus pips on the attack die would add to damage (as is the case in Rolemaster, for instance).

This inconsistency of its skill mechanics with its attack mechanics is just one reason why I'm not a big fan of 3E.

Conversely, if D&Dnext were changed so that degree of success on a hit affected damage dealt, then I agree that the "damage on a miss" mechanic would no longer be a good fit.

from a game perspective, if you're burning a limited use resource, it should usually do something. But a fighter's attack, usable all say every day, need not. No real resources are being expended so having no effect is excusable.
A resource is being expended, namely, an action in the action economy. That could be spent doing other things. Part of what the great weapon fighter's player gets for spending that resource in that way is a guarantee of auto-damage.

They shouldn't be able to just close their eyes (disadvantage) and swing wildly and still drop kobolds.
I think we can safely assume that designers have assumed the character is doing their best to hit. I'm sure they'll forgive you for ruling that, if a player declares an attack in this way (i) they don't do any damage, and (ii) the player in question is a dick.

If your worry is about the rule applying when a player is not being a dick, but is (say) fighting a medusa, that's more reasonable. In the same way that 4e imposes a "no minion death on a miss" rule, you might impose a "no auto-damage to targets you can't see" rule. (4e takes this approach to fighter AoEs, too - target's must be in the area and visible.)

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.
At least when it was first introduced (the monk class in A&D), improved evasion modelled the character's ability to jump for cover.

And as for swinging effectively, the player has no control over whether or not his/her PC swings effectively and so the issue of "reasons" doesn't come into it. Every time I roll that d20 I'm trying to roll a 20, but it doesn't seem to have effected my outcomes yet!

I have that game. Its called Toon. Very fun with the right crowd, but not what I want with Dungeons and Dragons.
And thanks for the reminder that everyone playing non-simulationist games, or with non-simuationinst preferences, is just a Toon player at heart. Without these periodic reminders that I hate consistency, sense and verisimilitude in my games I might almost forget and run a serious session by mistake!
 

In most versions of D&D 1 is not a fumble, just an auto-miss.

And when people say "You just barely missed", in my experience they are talking about the numerical gap between the number rolled on the die and the number required. I don't think they take the view that (for instance) a skilled fighter swings absurdly wide on (say) 1 in 4 strikes, even though 1 in 4 attacks will involve a 5 or less on the die. They certainly, in my experience, don't assume that a skilled fighter fumbles his/her weapon 1 in 20 strikes.

The d20, at least as I experience it, is about rationing outcomes, not modelling how bad a miss is. For instance, from the d20 roll how do we tell whether or not the opponent's shield made a difference?
...

This inconsistency of its skill mechanics with its attack mechanics is just one reason why I'm not a big fan of 3E.

"Fumble" or "auto-miss" doesn't really change my point. Hell, there's a reason a 1 has been an auto-miss. It's inherently understood to be worse. And not arbitrarily.

OF course we're talking about the numbers on a die, but this is a game where nobody actually swings swords, we pretend to by rolling dice to "simulate" a sword swing (or a series of swings, or one launched arrow). The numbers mean something. The whole point of one number being higher than the other is that it correlates to being closer to a success or a "hit," which is what a success means in context of an attack roll. A big point of the d20 system and getting rid of THAC0 is that the higher you roll the better the result. Hopefully you roll well enough to hit a certain threshold, in this case referred to as a "hit." I don't think it's that complicated.

I'm not advocating for going back to 3e myself. I pretty much skipped over it and I got back into D&D with 4th edition. I never meant to mention 3e mechanics in particular. The whole bit you quoted me on I was referring to ability checks as described in the 5e playtest. Was "Hazard" a term associated with skill checks in previous editions? I don't remember it in 4th or 2nd.
 
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Who willingly takes half damage if they have a chance to take no damage?
That's the "reduces or eliminates" part. If you know that half damage from an area effect won't kill you and the battle is almost over, you could literally not even bother to roll. Otherwise, it just reduces your impetus to make the roll.
 

That's the "reduces or eliminates" part. If you know that half damage from an area effect won't kill you and the battle is almost over, you could literally not even bother to roll. Otherwise, it just reduces your impetus to make the roll.

But no realistic character is going to do that. Aren't you an advocate for playing your character like you're really there?
 

And thanks for the reminder that everyone playing non-simulationist games, or with non-simuationinst preferences, is just a Toon player at heart. Without these periodic reminders that I hate consistency, sense and verisimilitude in my games I might almost forget and run a serious session by mistake!

The quote I was responding to was "any pretense of realism."

I imagine that even yourself, with non-simulationist preferences prefer some amount of a semblance of realism: people fall if dropped from great heights; people can't fly by flapping their arms; fire is hot; ice is cold; and people cut with swords bleed and die. To throw all pretense of realism out the window is to play something closer to Toon.

But perhaps the original writer was using hyperbole. And perhaps I was responding with what I thought was humor in order to illustrate the absurdity of the actual remark (I do forget to put a smilie). Perhaps one should not be so quick to take offense or read ill will into other people's remarks. :)
 

Wait, wait, wait. Who's the "your" here? The character always has motivation to jump for cover, and certainly isn't aware he has "improved evasion". It's just a placeholder term for his preternatural ability to sense and react to danger. See "spider-sense". There's no need to be "motivated" to jump for cover. Who willingly takes half damage if they have a chance to take no damage?

Precisely. If HP are meat (or mostly meat) and PC abilities on a piece of paper in real life aren't primarily a means to facilitate functional action resolution (secondarily a means to facilitate fictional positioning), but are actually a "thing" in elfworld (and hey, bully for us if they have the knock-on effect of facilitating functional gameplay...if not, we can sort that out/force that as required), then I'm pretty sure "ME EVADE BAD HURTY THING AND PROTECT MEAT FROM OUCHY" would be the most basic, subconscious, primal directive of evolutionary psychology.


But no realistic character is going to do that. Aren't you an advocate for playing your character like you're really there?

Careful. I'm not sure but you might be being a scoundrel here.

To scoundrel, or not to scoundrel, that is the question.
Whether 'tis Nobler in the mind to suffer
The Incoherencies and Dysfunction of outrageous D&D as process-sim,
Or to take Arms against a Sea of HP as meat and 1 sword swing per 6 seconds by proficient warriors,
And by opposing end them...and be a scoundrel...I guess.
 

OF course we're talking about the numbers on a die, but this is a game where nobody actually swings swords, we pretend to by rolling dice to "simulate" a sword swing (or a series of swings, or one launched arrow). The numbers mean something. The whole point of one number being higher than the other is that it correlates to being closer to a success or a "hit," which is what a success means in context of an attack roll.
So if you roll a 1 and miss automatically, does that mean that (1) you swung wildly like a drunken trainee, or (2) struck the most awesome blow ever, but were parried by the most awesome defensive manoeuvre ever, or (3) something else?

My claim is that the D&D mechanics don't tell us. There is no correlation between the quality of the roll and the quality of the swordplay. (Contrast, say, Runequest, which distinguishes the roll to hit from the roll to parry/dodge, and hence does provide information about the quality of the swordplay via the mechanical resolution.)

Now personally I think this is a strength of D&D. (Which is not to say there's anything wrong with RQ. But it makes a lot of other changes too.) The system should play to that strength. Damage on a miss is one way of doing that - it leverages the fact that no particular fiction is connected to any particular attack roll, in order to enable a "dreadnought" fighter who simply will not let his/her enemy escape unscathed. As [MENTION=56051]Raith5[/MENTION] suggested on one of these thread, the great weapon fighter is the Muhammad Ali of D&D.
 

Careful. I'm not sure but you might be being a scoundrel here.

To scoundrel, or not to scoundrel, that is the question.
Whether 'tis Nobler in the mind to suffer
The Incoherencies and Dysfunction of outrageous D&D as process-sim,
Or to take Arms against a Sea of HP as meat and 1 sword swing per 6 seconds by proficient warriors,
And by opposing end them...and be a scoundrel...I guess.
It's entirely possible I'm being a scoundrel. I do aim for it. :)

But I really don't understand his point. There's a ton of corner cases where rolling your save isn't worthwhile, evasion or no. Like if your character is at 1 HP, it's sort of irrelevant if you save vs the 10d6 fireball. His point seems to be that granted abilities should always grant better results on a success, to magnify the difference between success and failure. I can see that as A viable design tenet, but not as THE overarching design tenet. Choosing to prioritize reliability over spiky results seems to me to be a valid choice, both at a metagame level AND at a character level. I can easily an adventurer choosing to prioritize his ability to consistently mitigate damage rather than occasionally avoid all of it.
 

My claim is that the D&D mechanics don't tell us. There is no correlation between the quality of the roll and the quality of the swordplay. (Contrast, say, Runequest, which distinguishes the roll to hit from the roll to parry/dodge, and hence does provide information about the quality of the swordplay via the mechanical resolution.)
Yea, I think the problem is that people have internalized interpretations of the system that have no actual rules backing to them. D&D, in general, only has two resolution states for a d20 roll, a success and a failure. (There are exceptions. 3e has several "fail by 5 or more" advanced failure states. Critical hits and fumbles are two inconsistently applied advanced resolution states. 3e Jump checks scale with the d20 result. Knowledge (or equivalent skill) checks in both 3e and 4e scale the results returned to the d20 check.)

But anyway, regardless of the rolls, many players have internalized narration that a miss on a 16 is described differently than a miss on a 3, despite their being no rule to support that interpretation. It's just fidelity to their internal imagined process simulation. And yet, I imagine there would be a lot of resistance to doing attacks as (d20 + attack modifier + weapon dice) - (armor value); with the value returned being the damage result. A value of 0 or below would then be a "miss". This would seem to be a better model of "simming" the imagined process behind attacks. But I think the binary result, than roll damage is too ingrained in the D&D psyche to change it.
 

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