I'm not looking for a system to go the extra mile in terms of simulating touch AC, etc. I'm just looking for one with a certain minimal threshold for simulation. It doesn't need to be precise, but it does need to leave open the idea that sometimes you might "touch" something and sometimes you might miss entirely with a melee weapon attack. I can wing it according to what a guys AC is and what he's wearing without too much troubleIf we were dealing in system that needed to go the extra mile for detailed simulation in these situations we'd have to invoke either "Touch AC" or "Reflex Defense" to determine a "hit," and then Armor Class and Damage Reduction to assess the state of a "wound." If you don't make Touch AC / Reflex you don't make contact - the attack is blocked, parried, dodged, or fumbled. If you beat Touch AC / Reflex but fail to overcome Armor Class and Damage Reduction then you don't score a significant wound (or any damage at all in the case of Damage Reduction) unless the opponent is already extremely vulnerable (low AC).
Also, I'm just going to point out that you can gain full-use from non-contact poisons applied to bludgeoning weapons in many editions of D&D. You have short-bows doing damage to guys in Full Plate Armor. That stuff makes efforts to demand simulation compliance from Hit Points and Damage on a "Miss" look akin to rearranging deck chairs on the Titanic.
- Marty Lund
The GWF ability as described doesn't do that, and all the examples people are giving for how else it might work look to be the tail wagging the dog (mechanics stretching to find an explanation instead of an idea well expressed through mechanics).
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