dmgorgon
Explorer
But you can't narrate the called shot as successful until you know what the dice say. Which was my point: mechanical resolution is a constraint on narration.
Which is my point.
In the case of GWF you are narrating part of the result without dice. The mechanic forces the narrative to always do damage. The dice don't ever get to say, "No, you miss completely and do 0 damage"
GWF uses the mechanic-first narrative-second approach to gaming. The reason is that the narrative is always changing based on the situation at hand. For example, you certainly can't use Rodney's explanation for DoaM if you're attacking a pixie who has no armor. You have to use a different narrative that fits the mechanic. The narrative is superseded by the mechanic because the mechanic puts a limit on the result set.
Of course, my solution is to use Contact AC. You either hit, make contact and do damage, or you do 0 damage.
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