I'm A Banana
Potassium-Rich
TwoSix said:I'm interested to meet this hypothetical 4e players who say that fireball can't set anything on fire. Not just people who read 4e and asserted it without playing the game.
[MENTION=2067]Kamikaze Midget[/MENTION] plays the game this way, and then complains about the "wrought iron fence made of tigers".
It's true! That scenario (or an effect substantially similar) has totally happened at more than one 4e table that I've been a part of -- the mechanical effect of the power is the only thing that happens as a result of the power's use. See also Chris Perkins's "Doors aren't creatures, so you can't use a creature-targeted power on them" logic.
I wouldn't want to suggest that the issue is clear-cut. In the first case, there's the phenomenon that a skilled DM runs the game according to DM Instinct, which supersedes all the explicit rules and makes the game good regardless of what the rules say -- Monte Cook probably runs a good game of FATAL, if he wants.

It's also something of a trade-off 4e makes. The fact that the rules only support fireball dealing fire damage to the creatures in the area makes the thing highly customizable in terms of re-skinning. A ball of fire, a swarm of summoned fire elementals, a sudden whirlwind of flame, a sudden lashing of hot iron, a fountain of molten magma, a sexy dance that makes the targets all "hot and bothered"....because the rules don't interact much with the story, it doesn't really matter what story you tell, there.
But it looks like something 5e is tacking away from, with a clear focus on "what happens in the world" when you do a thing. I think this is a very good idea, because I don't like the fence that separates story from mechanics, personally. If in my imagination I'm hurling a ball of fire, and the rules don't describe that story, or describe it so loosely that it could be substituted with any other story or requires extensive DM intervention to fix, the game system isn't really doing what I need it to do.
I think that Damage-on-a-miss is actually OK in that regard. Because the miss wasn't a really a "you didn't connect at all," it was more of a "you didn't connect as deeply as you would have on a hit, but because you're mighty, your enemy still feels the blow." It tells the story of a warrior whose attacks are inescapable, where if you are in a melee with her, she will make you feel it the next day. While I don't particularly see it as a "big weapon" thing (in fact, I think it would make more sense for an accurate light weapon build -- think of a warrior so skilled with a rapier that no armor is truly safe against her; or maybe a two-weapon build, with it representing the off-hand attack slicing in where the main attack didn't hit), it doesn't really bother me there since I think "always hits" is fine for any fighter. That's totally fine with me. It makes sense that someone who knows how to fight with a blade would be able to damage whoever they wanted basically by declaring it, and it makes sense that someone who is strong and powerful would watch goblins fall beneath their blade like wheat before the scythe. I'm pretty cool with players having powers that really shape what they're capable of, and the strategies against them. Meet someone so well-trained at fighting that they don't miss with their swords? You attack them at range. Or you charm them into attacking their allies. Or whatever.
I can't say I'm so invested in the option that I'd miss it if it were to be gone (or relegated to a feat or a level 3 option or somesuch), but I really don't have a problem with it myself, because it tells a story that I think is well within the wheelhouse of a fighter via the mechanics of it.
So it's an example of how 5e is taking a solid 4e idea (damage on a miss is similar to "save for half" mechanically) and making steps to have it make sense in the context of the story. I mean, it could be better, but it's not bad.