take the argument about the "hit" and "miss" being meaningless or mostly meaningless. Firstly, it's not objectively meaningless when some people do see meaning. And I don't think the argument is as clean-cut as they want to make out to be. Anyway, to those that hit and miss are meaningless terms, damage-on-a-miss fits just fine into their core game -- it costs them nothing to embrace it. To those hit and miss are meaningful terms, damage-on-a-miss does not fit just fine into the core rules
I don't regard "hit" and "miss" as meaningless. They are mechanical states. They trigger mechanical consequences. For the reasons that [MENTION=6696971]Manbearcat[/MENTION] and others have given, there is no simple or uniform correspondence of those mechanical states and consequences to in-fiction events.
Simple example to show that this is so:
A goblin attacks a high-level fighter with a dagger. The GM, playing the goblin, rolls a 20. This is a so-called "critical". The fighter takes 8 hp of damage, and therefore has (let's say) only 90 hp left. What has happened in the fiction? At best, a scratch to that fighter. It is in no sense of the ordinary English words a "critical hit".
Now the fighter attacks the goblin with his magic dagger. The player of the fighter rolls a 3 on the d20. +4 (say) for level, +5 for STR, +1 for magic and that's a 13, hitting the goblin. The player then rolls a 1 on the damage die. The goblin falls dead at the fighter's feat. What happened in the fiction? That roll of 3 (which in this thread, or others like it, has been described as a poor attack roll) plus the roll of minimum damage was, in the ordinary English sense of the phrase, a "critical hit".
This is why I take the view that there is, and can be, no straightforward correlation of mechanical results to fictional results. Damage on miss does not change this state of affairs; it just further changes the mechanical parameters within which the fiction is established.
The wizard may think his powerful spell can protect him, but the player playing him will be well aware that the spell is always useless in that situation, which creates a disconnect than can be a bit jarring. Especially if you're a player who favors an immersive versus gamist style.
This is part and parcel of a hit point system, isn't it? The player knows that a 20' drop can't break his/her PC's neck, and knows that the manticore's spike can't possibly go through his/her eye to fatally pierce the brain, although the PC couldn't possibly know that.
The player also knows that
no matter how many fights the PC is in, s/he will never be maimed or crippled or blinded or even lose a finger joint. But the PC can't possibly know that.
I don't think there used to be significant disputes about whether a hit or a miss did damage
The hit and miss paradigm isn't really rife with incoherency. If you hit - you roll damage. If you miss, you don't.
These are just reiterations of mechanical conventions. You can change the mechanics with the stroke of a pen - as 4e did. (And as 3E did for saving throws, changing them from FitM - which favoured the mid-to-high level fighter - to simulation - which hosed the mid-to-high level fighter.)
That is, "hit" and "miss" are just mechanical states with mechanical consequences. There is no "platonic ideal" of a D&D hit or a D&D miss. If D&Dnext is rolled out as per the current playtest there won't be any disputes either. Everyone who plays the game will know that as a general rule a miss does not deal damage, but under certain circumstances it might.
I can believe in a vial of fire exploding like a grenade. I cannot believe in a fighter that never, ever, ever, even with his eyes gouged out, misses.
that is acceptable in the game's fiction because it is modeling an explosion which is impossible to escape.
I don't really get this. Why is it so easy to believe in the (utterly unrealistic) inescapable explosion which one can
never escape; but so hard to believe in the (far more realistic, I think) fighter who always wears down opponents in 6 seconds of clashing with them?
The alchemists fire also sets things on fire - can this fighter ability? No, of course not. However the property of grenade/splash weapons is that they cause a burst of damage to all targets in the squares they hit. It is the same as a fireball, but it is alchemical instead of a purely magical effect. You can't simply call it 'inconsequential' when it is the defining feature of the weapon.
When you say it is "the defining feature of the weapon", you can't mean that in any but a mechanical sense. In which case, I reply that it is part of the defining feature of a GWF's weapon that it does damage even on a miss.
Because you certainly can't mean that, as a matter of physics (either real or imagined) it is a defining feature of grenade-like missile that they hurt everyone in a 7.5' R about the point where they shatter. As [MENTION=2525]Mistwell[/MENTION] has pointed out, that is obviously not true.
Other than reaping strike, the large majority of damage on a miss powers in 4e are restricted to limited use or daily abilities
Hammer Rhythm gives miss damage on all attacks.
Every pro-damage on a miss user has yet to give us a logic consistent reason as to why it's a good mechanic for a game that is based on imagination. They have also not given us a reason for why it makes sense that you can kill creatures with a miss which in turn equals a success.
Let's look at this:
1: Hit - target is hit and takes loads of damage. The mighty swing from the orc went through some of the hero's armour and left a large gash across the ribs.
2: Hit - target is hit but loses very little HP and has loads left. The heroes armour deflected most of the hit but the force from the impact caused a little pain.
Those two descriptions leaves damage on a miss with nothing. Everything you try and describe with damage on a miss sounds exactly like being hit but losing very little HP while still retaining a lot .
I don't understand what you mean by "leaves damage on a miss with nothing". Damage on a miss is like your 2. That is, a player whose PC has damage on a miss has a fiat ability - that player has the ability to dictate that, every round of combat, his/her PC to some extent wears down the enemy.
For the player whose PC has damage on a miss, there is little to no difference, in the fiction, between rolling a hit and then rolling a 1 for damage, and rolling a miss. That's the whole point of the ability! (I say "little to no difference" rather than "no difference" because other considerations may be in play, such as the minimum size of and weapon dice rolls, the presence of other effects that trigger only on a hit, etc.)
Damage on a miss isn't a playstyle though. It's a mechanic. And not one that creates any distinctive and meaningful play experience that any of its defenders have been able to articulate thusfar.
I don't have to persuade you that my playstyle is "distinct and meaningful" in order to experience it as such.
We've established in other threads that there are a range of differences that are very important to me that you don't care about, and mostly don't even notice (such as the difference between (i) backstory and (ii) the outcomes of action resolution, as two elements of the shared fiction). Why would I be surprised that this is another one?
But your lack of interest in the difference doesn't have any relevance for me.
the target cannot escape harm. The attacker cannot utterly fail.
Another way to put it, this power (and any like it) make it impossible for the character to have an unproductive round of combat.
That's the point. The player who spends PC build resources on this ability is purchasing this capability for his/her PC.
You may or may not like it, but I can't see how there is any denying that this is a real choice, with real playstyle implications.
Putting things like this into 5e is going to mean that a certain segment of our gaming population is going to be unable to utilize the rules in a truly satisfactory manner
And vice versa.
Though frankly, I don't see why you can't just ignore it. I mean, suppose the rules were published without this ability, and you went about using them in a truly satisfactory manner. How does it change all the other rules, and their truly satisfactory nature, to also include this as an optional ability?
Groovy, I'm hoping hit-on-a-miss is not default for GWF, they could turn it into some type of Feat.
Huh? It
is some sort of feat - it's an option you choose when building your PC. It's not default for anyone.