TwoSix
Everyone's literal second-favorite poster
You as a player don't have to care. But the designers sure do.Some don't want to approach the game on those terms (thank god).
You as a player don't have to care. But the designers sure do.Some don't want to approach the game on those terms (thank god).
AFAICT Pemerton acknowledged (for the 1st time as I can recall) that damage on a miss as a narrative could be suited to a more general fighter than just the heavy weapon fighter. That is something new. Why do you continue to belittle people's opinions?Of course, anything to further the cause!
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?
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'
It's a problem we inherited from the 70's. Modern RPG's dispatch with hit-points for a reason. Nevertheless, it wouldn't be D&D without it. Which is why I treat D&D from an outcome-based approach; it doesn't simulate anything well at all. There are better systems for that when I want to get gritty like that.Which is a necessary concession in a HP system. Otherwise you get the "dude with five axe blows who's fine, but then collapses from the small dagger scratch".
Which is a necessary concession in a HP system. Otherwise you get the "dude with five axe blows who's fine, but then collapses from the small dagger scratch". You can't narrate attacks based on the attacker's rolls. You have to look at the result to the target. Even if it's a crit with a greataxe that does 90 damage, if you hit a guy with 150 HP it didn't cleave him in half. That's why I only narrate the hit that drops someone below half HP and the hit that drops them below 0 as consequential hits. It's just not realistic otherwise!
Uhm... what does this have to do with what you quoted? did you read what I wrote? Earlier editions did make a distinction between subdual, non-lethal, etc. damage as opposed to lethal damage. that was the point I was making Not sure how what you posted relates back to that.
... 4e's paradigm of "all damage is neither lethal nor non-lethal until the final blow is struck"...
The earlier editions do it wrong. Or at least, add in wholly unnecessary subsystems.... is a necessary concession in a HP system.
But presumably [MENTION=221]Wicht[/MENTION] does, given the expressed concern that this ability might lead to players having their PCs killed. How else is that concern to be addressed except in statistical terms?Some don't want to approach the game on those terms (thank god).
To me, it's about the default narrative you want to build into the game.AFAICT Pemerton acknowledged (for the 1st time as I can recall) that damage on a miss as a narrative could be suited to a more general fighter than just the heavy weapon fighter.
But presumably @Wicht does, given the expressed concern that this ability might lead to players having their PCs killed. How else is that concern to be addressed except in statistical terms?
Obviously, we just make rules that FEEL right and hope for the expected outcome! That gosh-darn math can be done later!But presumably [MENTION=221]Wicht[/MENTION] does, given the expressed concern that this ability might lead to players having their PCs killed. How else is that concern to be addressed except in statistical terms?