But let me reword: with this mechanic, the PC (or NPC) is guaranteed at least 1 "hit" every 6 seconds. Within a round of combat, they always "hit" something, within whatever definition of "hit" you choose to use. They never actually "miss" within the context of a game round. That is, within the context of combat, they cannot have an unproductive round.
I agree with this (except I see it as the player rather than the PC who has the ability.) The inabiity to have an unprodcutive round is what the player is getting in exchange for not taking some other option, like better defence.
Looking at it from the DM side, it strikes me that if I give this to a group of monsters, eespecially at low levels, then PCs are very likely going to get creamed a good percentage of the time.
This is just about average DPR.
If the survival of the PCs depends upon them getting very lucky and being missed more often than is likely, then this ability will undermine that - but is there any reason to think that this is typical of D&Dnext?
The other way it would matter is if the ability is mechanically balanced around typical player probabilities of hitting NPCs/monsters, and those probabilities are very different for NPCs/monsters attacking PCs - meaning that this ability makes a bigger difference to the expected DPR of one category than it does for the other. But is that the case? I haven't read the Bestiary closely enough.
do you or do you not think that this type of mechanic has the potential to create some pretty anti-climactic situations where a PC doesn't even have to hit to take the BBEG out.
The game has always had a lot of auto-damage options for mages. Does it hurt the game to give fighters those auto damage options? And how often will they come up?
It hasn't been an issue for me in 4e, but 4e has big hit point totals and wide damage ranges, and 4e is designed (with its action economy, emphasis on terrain etc) to make the
getting of the attack potentially interesting in itself. Is it an issue in 13th Age? And how easy is it, in Next, to ensure you have the ability to make that attack which will deal auto-damage?
I actually think that the first step is for the designers to identify what the division should be in the core rules. Traditionally D&D has not been a game about distributing authority around the table
At a minimum, don't the action resolution rules confer some authority on the players? For instance, I can make it true in the fiction that my PC is drawing a sword, and attacking with it, and rolling an 18 to hit with it, and dealing (say) 6 damage on that hit. Can'