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*Dungeons & Dragons
Damage on a Miss: Because otherwise Armour Class makes no sense
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<blockquote data-quote="pemerton" data-source="post: 6462133" data-attributes="member: 42582"><p>Obviously. Which is why comments about "AD&D's 1 minute rounds" are irrelevant - the duration of the round <em>in the fiction</em> has no bearing on the players' real world experience of tension.</p><p></p><p>This is not in dispute. But damage-on-miss is pretty much orthogonal to this. DoaM doesn't reduce resource management; and in 4e it is actually a component of it. No traditional D&D class has more resource management than the magic-user, yet the magic-user has almost always had auto-damage effects. The choice is which one (out of a suite of available spells, wands, etc) to use.</p><p></p><p>The only argument I can see in the neightbourhood is that, <em>because</em> the only choice about deployment the fighter player has to make is who to attack, <em>then</em> the only way to introduce tension and uncertainty into the player of a fighter is via a miss chance (and corresponding lack of auto-damage). Which is basically admitting that the fighter doesn't require resource maangement, and hence is about lottery play instead.</p><p></p><p>In my view the argument fails for another resaon to: the damage die roll is part of the "luck" aspect of resource management, and DoaM preserves that, with the to hit roll in effect becoming a component of the damage roll, determining whether the damage is STR or W+STR.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6462133, member: 42582"] Obviously. Which is why comments about "AD&D's 1 minute rounds" are irrelevant - the duration of the round [I]in the fiction[/i] has no bearing on the players' real world experience of tension. This is not in dispute. But damage-on-miss is pretty much orthogonal to this. DoaM doesn't reduce resource management; and in 4e it is actually a component of it. No traditional D&D class has more resource management than the magic-user, yet the magic-user has almost always had auto-damage effects. The choice is which one (out of a suite of available spells, wands, etc) to use. The only argument I can see in the neightbourhood is that, [I]because[/I] the only choice about deployment the fighter player has to make is who to attack, [I]then[/I] the only way to introduce tension and uncertainty into the player of a fighter is via a miss chance (and corresponding lack of auto-damage). Which is basically admitting that the fighter doesn't require resource maangement, and hence is about lottery play instead. In my view the argument fails for another resaon to: the damage die roll is part of the "luck" aspect of resource management, and DoaM preserves that, with the to hit roll in effect becoming a component of the damage roll, determining whether the damage is STR or W+STR. [/QUOTE]
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Damage on a Miss: Because otherwise Armour Class makes no sense
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