I don't think that is how most of those who like damage on a miss would think of the ability. So starting from this conception of the ability, and then saying "I don't see how that connects to the idea of a relentless dreadnought of a fighter," is probably not that helpful.The fighter somehow having the ability to drain the opponent's health without "hitting" in the common language sense of the word
If you want to understand why some people like it, you might want to think about other ways of framing the ability than "draining health without touching someone".
Why not? Isn't that what "Diehard" is for?I imagine it's also meaningful to a player if his character dies. That doesn't mean that there should be a feat that makes the character immune to dying.
And in 4e there are many build options for recovering from death in various ways. Probably the most interesting is Long Walk Back, the 30th level ability of the Dark Wanderer epic destiny:
If you die and are not returned to life within 12 hours, your body and possessions disappear. Twelve hours after that - 24 hours after your death - you arrive, equipped as you were when you died, having just walked back from wherever it is you and your DM decided you awoke after you were slain. Your condition is the same as if you had been subject to a Raise Dead ritual, but without any death penalty. You can choose to arrive at the place of your death, at the location of any of your allies, or at any location you consider home. There’s a final purpose in your existence, and it’s not random death.
In other words, PC death is another fine site for looking at player fiat abilities.
Last edited: