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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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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 The narrative is superseded by the mechanic because the mechanic puts a limit on the result set.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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That's a value call, and one not shared by everyone.
I really dont care anymore than you care when I say your tradition isnt mine nor do i value it over the game working well LFQW lame - or providing more options of characters rather than locking them in to black and whites.
 

Reading Mistwell's example, it strikes me, rather humorously, that if I did this sort of thing with my Wizard characters there are certain posters who would accuse me of "DM Force" and being a tyrannical sort of DM who was making it more difficult for the player to do what he wanted to do. :)
 

I really dont care anymore than you care when I say your tradition isnt mine nor do i value it over the game working well LFQW lame - or providing more options of characters rather than locking them in to black and whites.

What is LFQW?

And while you may not care about my particular traditions, that's besides the point. :) WotC needs to care because I am part of the target audience, and to the extent that my traditions are reflective of a broader gaming culture, they will factor into sales. Making a game that appeals to the Core base means not making a game that cuts off half the Core by necessitating changes to traditional styles of play. Or if you do cut off half your core audience then the changes need to be fantastic enough to pick up an equal amount or greater to what is lost.
 

Who cares about the Dice? I keep reading this thing bit about dice having a say and have problems not hearing it "with religious overtones"
 






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