Likewise for damage on a miss. For instance, you have to be in circumstances where you can declare an attack against your target. This involves both action economy issues and positioning issues, to start with.Sleep generally has pretty restrictive conditions, so it's not a guarantee outside of those conditions.
Damage is transient too - it heals. Sometimes quite quickly."effectiveness" is somewhat subjective. Damage is clearly a lasting effect, but sleep is transient
If one simply opens one's mind enough to see "failure" as "attacking, but dealing no damage", then an ability that prevents this outcome from occurring is infallibility.
I find a lack of potential to fail to be rather stale myself.
I don't really feel the force of this. The aim of attacking, in D&D, is to defeat your enemy. Doing damage round-by-round is simply a means to this end. (Contrast a crit system, or SoD, where the point of each round is to generate a chance of delivering the single killing blow. That's the difference between D&D-style hit point ablation, and those other approaches to combat resolution.) Damage on a miss does not remove the possibility of not defeating the target! Even without [MENTION=2525]Mistwell[/MENTION]'s various options, it might simply happen that the PC loses all his/her hit points before the enemy loses all of its.Removing the possibility of NOT defeating the target is anticlimactic to me.
Page 1 of "How to Play" says this:how in a game where rolling equal to or higher than a DC is a success and rolling lower than the DC is a failure (I of course can't copy that text either), should there be one specific character ability that redefines failure on one of the most common and important rolls you make to be a qualified success?
Roll a d20, add and subtract the appropriate modifiers, and then compare the modified result to the target number. If you equal or exceed that number, you succeed.
Page 1, 2 and 28 go on to define "failure" for ability checks and saving throws (but not attacks) - when you fail an ability check you do not make progress, or perhaps suffer some sort of setback; when you fail a saving throw the GM (or the spell, in the case of saving vs a spell)tells you the effects of failure (or success, for that matter).
As [MENTION=82504]Garthanos[/MENTION] has pointed out, you can succeed on a saving throw yet not realise your intent of saving your PC (eg if you die from half damage). And nothing in any of this text suggests that failing to succeed on an attack roll does not permit partial success.
The "redefinition" you keep referring to is not a redefinition of anything as defind in the rules text. It is only a redefinition of your conception of the rules. Which, obviously, those who like GWF do not share.
Likewise for the idea that STR damage on a miss is somehow removing dice - as [MENTION=82504]Garthanos[/MENTION] said.The idea that half damage on a save is somehow removing dice seems rather far-fetched.
Lots of D&D involves narrating part of the result without dice. For instance, if a mage casts a fireball spell part of the results - namely, the presence of a fiery explosion which burns everyone in the area - is narrated without dice.In the case of GWF you are narrating part of the result without dice.
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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.
As for your second bit, that's no different from hit point loss in general. The narrative of "lose 15 hit points" changes quite dramatically depending on whether the target had 100 hp, or 1 hp, remaining prior to taking the damage!
I've addressed them at length. Those criticisms can be put into two broad categories:The damage on a miss principle was deconstructed and criticized by quite a few people in several different ways in both of these threads. All of those people were coming at it from different perspectives.
Conversely, the blanket response has been to do anything but address those criticisms.
(1) You can't hurt someone by not striking them. I (and others) have addressed that by pointing out that "hitting" in D&D doesn't mean striking, but is simply a mechanical state that triggers the rolling of damage dice (which in turn, although involving hit point loss, don't pe se entail physical injury). I have also pointed out that, in fact, in melee you can hurt someone by not striking them, for instance by causing them to dodge or parry in such a way as to suffer injury.
(2) It's not traditional. I (and others) have addressed that by pointing out that D&D has long had abilities that do auto-damage; and have also explained why we don't feel the force of the purported AoE vs single target contrast that some point to.
(2) It's not traditional. I (and others) have addressed that by pointing out that D&D has long had abilities that do auto-damage; and have also explained why we don't feel the force of the purported AoE vs single target contrast that some point to.
I have said this multiple times. I'll try again:The real question is, does anyone have something to say about the value of the damage on a miss mechanic?
(1) In mechanical terms, it sets a minimum level of damage per round;
(2) In story terms, it establishes the PC as a relentless dreadnought fighter whose opponent cannot but be worn down in 6 seconds of confrontation.
(2) In story terms, it establishes the PC as a relentless dreadnought fighter whose opponent cannot but be worn down in 6 seconds of confrontation.
The question is not whether you can persuade me to like it. The question is whether you can persuade me that other people like it. At the moment, I see two large threads full of people who hate damage on a miss for quite a diverse variety of reasons, and people who like calling that first group of people names.
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I haven't heard anything that would suggest to me that even its promoters would really prefer the damage on a miss over a simple bump to attack or damage, both of which also model relentless attacking and reduce the chance of an ineffectual turn, without all this madness.
success or failure on an attack roll is pretty clearly defined already, and this ability is quite radically redefining it.
I like damage on a miss. I don't think it's madness because, as I've mentioned upthread, and reiterated earlier in this post, I don't share your interpretation of the "hit/miss paradigm". I posted the definition of "hit" upthread, and of "miss", and thre is nothing in those definitions that is changed or redefined by damage on a miss.wouldn't you rather just have the ability to take 10 on an attack roll or sweep through an area and deal area damage? You not only have to get this outcome, you have to take a dump on the hit/miss paradigm in the process?
And the other mechanical options you suggest are not the same. A bonus to damage, even if it produces the same DPR as auto-damage, is not an equivalent action. Expected utility is not the only relevant consideration - damage on a miss is expected utility + maximin.
The ability to take 10 is not the same either. For instance, it doesn't permit crits. And, depending on the relationship between attack bonus and enemy AC, it doesn't guarantee a hit.
I don't understand why you can't accept that some people play the game differently from the way that you do.
I have added interpretations to what die rolls mean and have claimed the authority of tradition for that interpretation. This change to the rules forces some of us to change the ways we traditionally play the game and interpret rolls.
I believe that Mearls said that damage on a miss is testing well. Maybe that's because many people don't find it contrary to tradition (eg because D&D has long had rules for partial damage, as has been discussed at length in this thread).When the rules are changed in such a way as to violate a rather broad tradition, its significant and such a change should not be done lightly.
I'm not sure on what basis you are so confident that your practices are widespread tradtional ones, and that those who like damage on a miss are all heretics.