pemerton said:
You seem to be equating "cogent explanation" with "explanation that persuades you".
Lacking an independent and unbiased arbiter, I struggle to see what distinction between the two could exist.
Huh?
Someone can explain to me why they like something, without persuading me to like it. For instance, if you tell me that you liked Stanley Kubrick's "The Shining", and I ask why, and you explain features of the production that impressed you, then I can understand that even though I personally am not a big fan. (And I choose this example because I've actually had this experience with a friend who really liked the film, and especially the visual and audio aspects of the sequences where the boy is moving around the corridors in his pedal car.)
You asked why some people like the GWF option, or damage on a miss more generally, and you've been given answers. No one is expecting to persuade you to like it. But they have given genuine explanations of their like for it.
pemerton said:
this ability ensures that a fighter, in any given 6 seconds of engaging a foe, will wear that foe down.
Unless, of course, he hits, in which case this extra damage disappears.
Huh? If the player rolls a hit, then the PC wears his/her foe down even more than had the player rolled a miss, because the damage done will be greater (W + STR rather than STR alone).
So, they want a character who is infallible.
<snip>
Again, both of those rationales would apply equally well to an ability that made the character invincible. "Guarantee of effectiveness" and "infallibility" simply aren't within the scope of appropriate character abilities.
First, it's actually not true that "guarantee of effectivenss" is not within the scope of PC abilituies. A pre-3E wizard, for instance, has a guarantee of effectiveness in putting creatures weaker than ogres to sleep, at least 1x/day. And the latest iteration of Next also bring back Sleep without a saving throw.
But "infallability" is not a relevant concept here. Being able to do STR damage minimum per round is not infallability. Many 4e wizard builds have Magic Missile as an at-will auto-hit, and that does not make them infallible. It is simply a minimum floor of damage: a guarantee that a foe who is opposed by the PC will be worn down somewhat in 6 seconds of engagement.
They can see it however they like. That's not the point.
The point is that if I ask you why Chinese people like tofu, and you tell me to go live in China for a year, you haven't answered my question.
But I haven't told you to go an play a game with me or [MENTION=2525]Mistwell[/MENTION] or [MENTION=205]TwoSix[/MENTION] or anyone else. I've told you that some people like the mechanical effect of being guaranteed a mininum amount of damage per round of engaging a foe. And I've told you that some people like the story image of being a fighter who, in 6 seconds of engaging an enemy, will wear that enemy down to at least some extent.
Those are real preferences that some - perhaps many, if Mearls is to be believed - actually existing D&D players have, and those preferences give them a reason to like the GWF ability. That you don't share those preferences should have no bearing on your ability to recognise that, for those who
do have those preferences, the ability satisfies them.
So damage on a miss is good, because it gives one permutation of the fighter class a paradigm shift from the notion of how an attack roll works to grant this guarantee, whilst leaving it unattainable for everyone else?
It is a paradigm shift only for those who don't like the ability. For those who do like the ability there is no shift of paradigm. That's become somewhat the point of this whole thread.
In the absence of specific definitions, we aren't talking about anything.
It says right there in the thread title "damage on a miss", and the discussion keeps going to how it isn't really a miss or it isn't really damage, which is beyond moving goalposts, it's redefining the entire field. We're discussing a damage on a miss ability, not a never miss ability or a fatigue your opponent ability. It's damage, and it happens on a miss.
You've asked, you've been answered. You claim not to understand the answer, and then further claim the exclusive right to define the terms used in the answer (a miss must mean X, a hit must mean Y). When explanations cannot be made because of your insistence on specific definitions, there's simply no way forward.
Hussar is correct.
I am a party to an online playtest agreement, and am therefore contractually precluded from posting any of WotC's text. So I'll have to paraphrase:
From "How to Play", pp 2, 17 and 19:
If you attack, you make an attack roll with a d20. If the total of the roll plus modifiers is greater than or equal to the target's AC, the attack is a hit. Otherwise, the attack is a miss. On a hit, your attack deals damage, thereby reducing the target's hit points.
From "How to Play", p 22:
If a creature takes damage, subtract the damage from the creature's hit points.
So the question about "damage on a miss" means, within the framework of D&Dnext: are you happy with there being occasions in the game in which a creatures' hit points are reduced as a result of being attacked, even though the result of the player's attack roll was less than the creature's AC? If some people answer "yes" because (i) they don't regard making an attack roll that equals or exceeds a target's AC as exhaustive of the ways to inflict damage on a target), and/or (ii) because they don't regard the subtraction of hit points of damage from a creature's hit point total as indicative of the creature taking serious physical punishment, you have no basis for saying that they have moved the goalposts. They're explaining their preferences within their approach to, and interpretation of, the game system.
(Why might someone believe (i)? Perhaps because they've read the spell rules, or the trap rules, or the falling rules, or the myriad other ways to deal damage withou rolling an attack roll that equals or exceeds a target's AC. Why might someon believe (ii)? Perhaps because they're aware of spells that cause hit point loss but don't do physical damage, such as Phantasmal Force; or because they're aware that the game rules permit a "critical hit" to be dealt which has no adverse effects upon the physical integrity or capabilities of a creature, and therefore regard "damage" and "critical hit" as terms of art rather than ordinary langauge terms when used within the context of the game; or because they're aware that it's significantly harder to restore a given proportion of the hit points lost by a high level character than a lower level one, and - on the assumption that gaining levels doesn't have a multiplicative effect on a character's meat - therefore infer that whatever hit points are, they're not meat.)
In other words, someone playing the game differently from you isn't "moving the goalposts." It's
playing the game differently from how you do, and as a result of that
liking different mechanics from the ones that you like.
the D&Dnext rules in their current iteration say that hit point loss does not manifest as visible physical injury until a target drops below half hit points.
Huh! So bloodied is literal?
For the reasons given I have to paraphrase (from "How to Play" p 22):
If you have not fallen below half your hit point total, then usually you show no signs of injury. If you drop below this level, then you show signs of physical injury, such as bruises and/or cuts. If you are dropped below 0 hp by an attack then you have been directly struck, suffering physical trauma such as a bleeding wound.
That is the default. The relevant part of the rules also notes that different GMs describe hp loss in different ways. But it doesn't give any examples of what those other ways might be.