EzekielRaiden
Follower of the Way
Sure. But there are things that are not synonymous within the rules of D&D that are synonymous outside it, and vice-versa. For example, a "save" has....nothing whatsoever to do with "saving" anything. It doesn't mean anything even remotely like the uses of the word "save", unless you use an openly and explicitly gamist stance (where it is the player "saving" their character)."Not hit" and "missed" are synonyms by most people's standards. And I'm not saying that this is the sole problem with the concept for everybody. I'm not a huge fan of any ability that can't fail to have an effect, for example.
"Cure" spells don't "cure" anything--and wounds cannot be "cured" in the first place, unless you're salting them on the carcass of an animal. "Necromancy" doesn't mean spells that create undead things; it means divination by means of calling upon the dead to speak to you, or by using the remains of a dead creature (usually not a human, as that would instead be called by the more specific term anthropomancy). "Barbarians" are not people who get too angry to die. "Druids" are not people who can turn into animal shapes. Etc., etc., etc.
D&D redefines terms all the time. "Hit" and "miss" are just as much game-terms as any other term. After all, you don't need to be hit to lose Hit Points, you can lose those from all sorts of things that don't involve even the slightest amount of something impacting your physical body. So "hit" is already not in 1:1 correspondence with its colloquial meaning to begin with.
Ah.If the spell doesn't work or detonates outside of range of the target, sure. But I will walk back my statement in regards to blasts, which almost always do something.
So it's totally fine for an action to always have an effect (even if lesser)...so long as the action is a spell. But anything that isn't a spell, well, God forbid that it have any guaranteed effects!
Doubtless, you already know how that comes across.
But are we talking about the same kind of "vibes" here?Vibes are definitely part of design, and a huge part of why we play one game or a different one.
Because there is a huge, huge, HUGE difference between "vibes" in the sense of "this game should evoke a fantasy feel, rather than a sci-fi feel", and "this game has a vague air of being similar to 2nd edition even though I couldn't tell you any part of why and actually looking at the rules they really aren't much the same at all".
The former is a specific, intentional goal that can be tested and refined. The latter is basically just someone distilling "I have a weird intuition that I couldn't possibly explain" into a single word. I won't accept an argument that tries to pass off those two things as being the same thing.