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D&D 5E "Damage on a miss" poll.

Do you find the mechanic believable enough to keep?

  • I find the mechanic believable so keep it.

    Votes: 106 39.8%
  • I don't find the mechanic believable so scrap it.

    Votes: 121 45.5%
  • I don't care either way.

    Votes: 39 14.7%

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I agree, in fact it's like removing the ball from soccer to ensure that every child wins.
View attachment 59579

A funny analogy, but not a fair one.

The option does very little damage. You don't win with it very often. In fact, I am arguing that if you choose this option instead of the others, you will lose more often than you would have had you chosen another option.

If this were a game of killing first level goblins, then sure it would be an "I win" option.

But that's not this game. This is a game of killing increasingly powerful things with increasingly high hit points. You nicking them with your sword instead of dealing decent damage is going to end with you dead. It's not a particularly effective option in the long run. Even in the relatively short run it's not all that good.
 

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TwoSix said:
But isn't the point that we want mechanics that reflect and express our chosen narrative? I can play pretty much anything in a diceless game, too, but I don't find that very satisfying.
No, I don't think it's about mechanics that express our chosen narrative. As you point out, we can do that without mechanics at all. Quite to the contrary, rules are boundaries. Their narrative function is to limit the scope of actions, not to enable them, hopefully to prevent nonsensical or abusive actions and to force the players to work within a certain box.

Otherwise, why not just say "my chosen narrative is 'omnipotence'"?

Also, I find it odd that you talk about a diceless game being unsatisfying when one of the problems with damage on a miss is that it simply allows a character to kill an opponent automatically and without rolling a die if their hp total is low enough.

"Relentlessness" isn't primarily an attitude. It's a capability, and it displays itself through its effects.
That's just false.
:continuing without becoming weaker, less severe, etc.
:remaining strict or determined
:showing or promising no abatement of severity, intensity, strength, or pace
This is Merriam-Webster's set of definitions, but you won't find anything different elsewhere. Those are all attitudes rather than capacities. To relent is to give up. To be relentless is to avoid giving up. Relentless people can and do fail all the time. If anything, a relentless warrior is not one who never has a six-second spell of ineffectiveness, it's one who keeps fighting despite his failures. The Relentless trait from Unearthed Arcana models this concept much better ("You don't know the meaning of the word "tired." You go all out until you simply can't continue."); so could other combat-oriented mechanics.

A more appropriate term for a character with damage on a miss would be "unstoppable" or "infallible". However, those are not appropriate things for a character in a game to actually be; characters should be to some extent stoppable and fallible.

bogmad said:
So you don't think that this mechanic has any room for improvement? It's perfect as it is, and any changes would diffuse this "relentlessness" that encapsulates your chosen narrative so perfectly?
It does seem to me that regardless of one's perspective, there's a lot of room for improvement here.

Hussar said:
Additionally, trying to marginalize it by proclaiming that it's only for a small subset of playstyles doesn't reflect the fact that the poll is pretty much split down the middle. Should we ignore half the players so that the game favors what you want? Isn't that what 4e did, and you complain rather bitterly about - ignoring the player base?
No. Ideally, we'd convince them of why they're wrong. That said the people who voted that keeping it was okay wouldn't necessarily be disappointed if it was gone. They might be quite happy, especially if it was replaced with something better (as others have noted; it's pretty mediocre from a pure charop perspective). That attitude really hasn't been assessed.

Are there other ways we could do this? Sure, no problem. Extra attacks, bonuses to hit or damage, rider effects on a hit, that sort of thing. Each has its own pros and cons. This is one way of doing it.
This just isn't a very good way. I could also design a character ability to model relentlessness by granting the character fast healing or making him immune to exhaustion. Those mechanics would also be ways of doing this, and they would also be broken and stupid. I'm just saying that those other methods (and several that have been brought up in this thread) are better.

But, let's not get too carried about building this mountain shall we? We're talking about one fighter type. Not all characters. So, right off the bat, this may or may not be seen in any given campaign. And, in all likelihood, it's one option out of several that can be taken, not an automatic.

And, given that you, Ahnehnois, make such a big point about owning the game as a DM, I would think that removing a pretty minor rule like this, which has virtually no knock on effects, would be a fairly simple choice.
True. I do that all the time. But it raises a few issues. One, it may increase in frequency if we don't come out against it, and two, the existence of the damage on a miss mechanic is symptomatic of the designers apparently not understanding the basic d20 paradigm of hits and misses. I think it's kind of important that the people who write a game that will even under the worst of circumstances be played by a significant number of people who could be part of my potential player base display a basic level of competence.
 

The option does very little damage. You don't win with it very often. In fact, I am arguing that if you choose this option instead of the others, you will lose more often than you would have had you chosen another option.

If this were a game of killing first level goblins, then sure it would be an "I win" option.

But that's not this game. This is a game of killing increasingly powerful things with increasingly high hit points. You nicking them with your sword instead of dealing decent damage is going to end with you dead. It's not a particularly effective option in the long run. Even in the relatively short run it's not all that good.
So we have a mechanic that is game-breaking and underpowered at the same time. Not exactly a winner.
 

So we have a mechanic that is game-breaking and underpowered at the same time. Not exactly a winner.

I am not sure how it is game breaking, other than for some people it breaks their sense of believability, which is a part of the game.

I agree in general though, the option should be changed to work better. It pisses too many people off, AND it's not really very good to begin with.
 

So you don't think that this mechanic has any room for improvement? It's perfect as it is, and any changes would diffuse this "relentlessness" that encapsulates your chosen narrative so perfectly?
Where did I say that?

My point is that those who say the mechanic does not do anything meaningful or worthwhile are wrong. (I also think that their claim to be the true "owners" of D&D tradition is wrong too, as I just posted on the other thread.)

My point is that I like the mechanic.

Could it be different? Sure - we could have a "no damage on a nat 1" rule. Or we could do what 13th Age does and generalise it across a wider range of fighting styles, in which case it would not longer be a distinctive "relentless dreadnought fighter" thing. Or we could go for a version of 4e's "no killing minions on a miss" rule, which means it's no longer a "slash through hordes of kobolds" thing. Those different mechanics could all be fine too, though they would then require finding some new way of distinguishing the great weapon fighter.

As for the suggestion that it powers down as levels increase, the extent of that will depend a bit, I think, on how other mechanical aspects of the game interact (eg scaling of hit points, scaling of ACs, scaling of attack bonuses, etc) plus retraining rules. But those are matters of mechanical detail. They're important, but it seems to me that they don't really go to the core concept of the mechanic.
 

This is Merriam-Webster's set of definitions, but you won't find anything different elsewhere. Those are all attitudes rather than capacities.
One of the definitions you cite is "showing or promising no abatement of severity, intensity, strength, or pace". That is not an attitude. It is a capacity - a capacity to continue without abatement of severity, intensity, strength or pace. That is the capacity that is give mechanical realisation via this particular version of damage on a miss: the warrior in question shows no abatement of severity, intensity, strength or pace. Hence, when you are in combat with them you get worn down. They are a relentless opponent.
 

My point is that those who say the mechanic does not do anything meaningful or worthwhile are wrong. (I also think that their claim to be the true "owners" of D&D tradition is wrong too, as I just posted on the other thread.)

Exactly what does it do that is meaningful?
 

I am not sure how it is game breaking, other than for some people it breaks their sense of believability, which is a part of the game.

I agree in general though, the option should be changed to work better. It pisses too many people off, AND it's not really very good to begin with.


There are countless other alternatives for GWF that everyone can agree on. There really is no reason for the devs to stick with this mechanic if it divides the community.

Even if I wanted DoaM in the game I certainly wouldn't be happy with the version in the playtest. Why should only the GWFs have access to it? Why is it not a feat? Why can't it be a generalized playstyle rule that applies to all martial attacks? If it's such a fun mechanic then why does it have to be restricted to one class build in particular?

The truth is GWF is poorly designed for all playstyles.
 

One of the definitions you cite is "showing or promising no abatement of severity, intensity, strength, or pace". That is not an attitude. It is a capacity - a capacity to continue without abatement of severity, intensity, strength or pace.
No, it isn't. Abatement is an action, and to abate something is to make a conscious choice to do so (albeit one that could be made for you if you run out of stamina or are forcibly halted or weakened in some way). Thus, not abating those things is also a decision. Relentlessness presupposes the person's decision, not his capacity to enact it.

A relentless (and rambunctious, in this case) toddler, for example, might attack a parent of his without abating in severity, intensity, strength, or pace, but might not inflict any harm. Likewise, a fighter attacking an opponent with powerful defenses (say, the Tarrasque) might be very relentless, but completely ineffectual. Even in a less extreme case, there's nothing in the concept of relentlessness that suggests that a relentless combatant couldn't fail to affect his opponent for an extended period of time.

(I also think that their claim to be the true "owners" of D&D tradition is wrong too, as I just posted on the other thread.)
AFAIK, the only one outside of Dragonsfoot who holds themself out in that manner is you. You don't see me quoting Gygax or referring to D&D history much. Does anyone else?
 

There are countless other alternatives for GWF that everyone can agree on. There really is no reason for the devs to stick with this mechanic if it divides the community.

Even if I wanted DoaM in the game I certainly wouldn't be happy with the version in the playtest. Why should only the GWFs have access to it? Why is it not a feat? Why can't it be a generalized playstyle rule that applies to all martial attacks? If it's such a fun mechanic then why does it have to be restricted to one class build in particular?

The truth is GWF is poorly designed for all playstyles.

Name three.

Name three out of the countless other alternatives for GWF that everyone can agree on.
 

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