regardless of how one conceptualizes damage on a miss, whether it involves physical contact or exhaustion or indirect wear and tear, the distinctive aspect that violates the d20 paradigm is not that it occurs on a miss, but that it somehow does not occur on a hit.
You've said this mulitple times. I don't understand your reasoning. On a hit the attacker
does inflict exhausation and/or wear and tear: W + STR worth thereof.
how do you narrate a graceful dodger, to use Imaro's example? Excluding magic (since we're talking about the character, and not his or her items), about the highest AC you can achieve with light armor (a pre-req for a graceful dodger - it would be strange for the graceful dodger to be in full plate) is about 25. You can't get any higher than that in 3e, without resorting to magic.
So, our 10th level fighter has a 25 AC and 100 HP. The problem is, by 10th level, CR 10 creatures generally have about a +15 attack bonus (give or take), meaning our graceful dodger gets tagged 50% of the time, more or less. Now, according to Ahn and others, a hit MUST be contact. You cannot take damage without the attack physically impacting you. So, again, our Graceful Dodger is getting beaten like a pinata. He's taking hits virtually every round (since most creatures have more than one attack per round).
But, he's not going down. He's getting hit time and again, taking physical damage, but, he's standing up. How does this fit with the Graceful Dodger?
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However, if we assume, as it explicitly stated in virtually every D&D DMG, that HP are not just meat, then we have no real problems narrating the graceful dodger differently than the armored fighter.
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So, for those of you who want miss to always include a clean miss, how do you justify the fact that your interpretation of the mechanics doesn't actually fit what's going on in the game world? How do you justify the disconnect between the fact that you are narrating actual hits every time, with a character that's supposed to be dodging around like Spider Man?
Nice example.
Isn't the point of simulation to answer basic questions of "How did this happen"?
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Nothing is actually being simulated in a D&D combat attack.
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You cannot use these mechanics to answer basic questions, that any simulationist rules must be able to answer - "How did I miss?" is a basic sim question that, if it isn't answered, means that these rules are a complete failure for simulation.
"Well, it's simulating a successful or unsuccessful attack". What does that actually mean?
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In a simulationist system, this is an easy question to answer. Every sim system out there worth the name can answer this very simple question. Yet, D&D cannot. Doesn't that mean that D&D isn't really a sim system and those who argue that it is are doing so from a very questionable position?
I have played a
lot of Rolemaster, and a bit of Runequest, and I agree with you as to what a process-sim mechanic should be able to do. From the mechanic you should be able to read off not just an outcome (who is winning the fight?) but a process (what just happened in the fiction?). Now the contrast between outcomes and processes can be a matter of degree, but in single-figure combat, which cares about things like what sort of armour someone is wearing, or how fast/agile they are (DEX to init and AC), or how skilled they are (level-based attack bonuses), and the like, then the question of whether I was dodged, or was parried, or forced my opponent to yield ground, etc, are all things that a process simuationist system should anwswer.
Alternatively, you could have a more abstract process sim system that rolls it all up into a single opposed check. (A bit like a pick pocket check in classic D&D.)
But D&D is a system that spreads combat out over multiple checks (ie you keep going round after round until the hit points are all ablated) but does not enable you to tell anything about what each of those checks involves other than the outcome (who is winning and who is losing?). I agree that as a process simuationist system that is a failure.
But I do not think that most of the anti-DoaM posters are interested in process sim play. (If they were, why would they be playing D&D?) I think by "simulation" or "believability" they are drawing on a certain conception of how the D&D mechanics relate to various basic combat strategies. The to hit roll with a weapon attack tells you whether or not you struck your target. The damage roll tells you how hard you struck them. And the presence of examples that don't fit this paradigm (eg your graceful dodger example) are basically ignored. I'm personally not sure why DoaM couldn't be ignored in much the same way, but it's not my conception and so I don't really appreciate all its contours.
I said I based the severity of the hit based on the amount of damage rolled. That does not preclude different creatures, with different hit-points being affected differently. A blow of 15 hp to an Orc with 3 is a killing blow that lays the anemic orc open. A blow of 15 to a dragon with 200 hp would be a slice that draws blood. Conversely, a hit of 50 hps to the same dragon would be a gash that shatters scales and bears muscles underneath. In my style of play, the manner and extent of the wound is a manipulation, narratively, of the number rolled on the d20 and the amount of damage dealt.
I took you to mean that you based the severity
only or
primarily on the amount of damage rolled; not to mean that it is simply one of several relevant considerations. I stand corrected.
Consider a 7 hp wound to an uninjured kobold that starts with 2 hp, and that hit with a roll of (say) 4 vs an AC of 13. And now consider a 17 hp wound to an uninjured dragon that starts with 200 hp, and that hit with a roll of (say) 9 vs an AC of 18.
I think that most of the players (and GMs) with whom I have played would narrate the first attack as a rather more vicious a blow than the second, even though it involves a lower attack roll and a lower damage roll.
Now consider a 7 hp wound to the same dragon (now at 183 hp), that hit with a roll of (say) 17 vs its AC of 18. I think most of those with whom I've played would narrate the second attack as more feeble than the first, even though it involves a higher attack roll, and actually takes the dragon closer to death. But suppose the dragon had only 1 hp left, and the same attack were rolled, I think it would be narrated as a vicous killing attack. And it might be narrated in much the same way even had the attack roll been (say) 10 rather than 17, or even had the damaeg roll been (say) 17 rather than 7 hp lost.
In other words, for most of those with whom I've played the attack roll plays a pretty minimal role in affecting narration, compared to the damage roll; and the damage roll plays a rather modest role compared to the actual effect of the blow - with effects that bring a target to death or near-death being far more salient than knocking of single digit or low two-digit amounts of hp against a target that still has 100 or more hp left.
I also think that's pretty typical of the way most groups have narrated attacks and damage across numerous editions of D&D.
Based on my own experience, I think the approach that I have described is more typical. (It's certainly more typical of my experience!)
a hit of 50 hps to the same dragon would be a gash that shatters scales and bears muscles underneath
Out of interest, does this reduce the dragon's AC or other stats?