My rationale for what a miss is and why dealing damage on a miss is outside of how attacks work is already well explicated, and nothing in that text contradicted it.
I didn't assert otherwise. My point is that nothing in the rules
entails your interpretation either. And nor does it contradict my interpretation.
That is why I - and others, such as [MENTION=22779]Hussar[/MENTION] - have pointed out that one person's reading of, or application of, rules text that bears multiple interpretations does not settle the interpretation for others who want to read or apply those rules differently.
I can see why a player would want that, but it really invalidates one of the main reasons we roll attacks in the first place: to abdicate control over the outcome.
The outcome is still under the control of the dice: the dice determine the degree of damage dealt (much like when a fireball spell is cast).
As I've noted above, the d20 approach also offers modes of attack that do not use the hit/miss paradigm (such as saving throws and area attacks), or ways of raising the minimum expected outcome of a d20 (such as rerolls and taking 10). There are dozens of readily apparent implementations of these mechanics that provide a legitimate venue for fulfilling some of the same goals.
I'm familiar with those various options. 4e uses more rerolls, for instance, then any pre-Next version of the game.
But damage on a miss occupies a different mechanical space and delivers a different play experience.
However, on a broader level, putting a rule in because a player wants it in is hardly a compelling justification. There are a lot of things that players have obvious reason to want, but shouldn't get.
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you can get essentially the same experience without any novel mechanics at all. If missing on occasion disrupts that sense for some reason, just pump that attack bonus. If you still miss now and then and it somehow invalidates your character concept, it begins to fall under the above about players asking for too much.
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Magic is not equivalent to your concept of fiat and indeed is almost antithetical to it as there is an in-game causality being expressed when a character casts a spell.
I am not focusing on issue of ingame causality - that is pureluy fictional events, and the fiction of a game can be changed if it is unsatisfactory in the play experiences it engenders. (Eg it used to be part of the fiction of the game that wizards did not know how to use crossbows, and that thieves did know how to use two-handed swords, but at various points this fiction was changed.)
My point is about play experience. Playing a wizard gives the player a certain degree of minimum control over ingame events - for instance, s/he can choose to mandate that a whole raft of characters take damage, via attacking with an AoE effect. If this is a permissible degree of control for a player to have over the fiction of the game, I don't see any reason why it is not permissible for the player of a fighter to have such control either.
In a game like Rolemaster, to achieve this for
either player would require a metagame mechanic permitting an auto-hit (because in RM AoEs are attacks just like melee or missile attacks). It may be that you regard the auto-damage in D&D as not a metagame phenomenon but a consequence of ingame causation - the "petitioning of a mystic force" - but that is not of any great concern to me as far as playability goes. It could just as easily be done at the level of pure metagame, as the RM example shows - and this is what GWF is. It's a fiat ability.
I know you don't like fiat abilities, and you particularly don't like fiat abilities occupying the same build or resolution space as process-sim abilities. You've posted that mutiple times over multiple threads. But not everyone shares your preferences in that respect. For those of us who don't, the parallel between caster auto-damage and fighter auto-damage is clear, and fighter auto-damage is no threat to the integrity of our games.
And there is no reason for me not to get what I want from the game. In fact, from WotC's point of view as a commercial publisher, they have a good reason to give me what I want from their game. Just as Paizo gives others what
they want with PF. And so on for other commercial game publishers.
Note the poll question: "Do you find the mechanic believable enough to keep?".
The mechanic I find eminently believable, in the sense that it exists and I believe in its existence. I took the question to mean something along the lines of "Do you find use of the mechanic to produce believable results in play." To which my answer is yes: I find it believable that a fighter can be sufficiently relentless with his/her greatsword or great axe that no opponent can stand against her for 6 seconds without being at least somewhat worn down.
In fact, not ony do I find this believable: I find it
desirable. It is a strong D&D archetype that I like being part of the game.