Forked Thread: Eliminating the "Miss"

Jack Daniel

Legend
Forked from: blogger on 5e: no-roll-to-hit-rationale

Okay, so the original thread was closed because it tangentially mentioned 5e, which is apparently flame-bait because it doesn't actually exist. Whatever. The topic itself is still a worthwhile discussion: what if D&D eliminated the concept of the missed attack roll?

I got my girlfriend hooked on D&D a while back, but she likes to play fighters, and I still see the disappointment on her face every time her turn comes up in the initiative but nothing happens because of a missed attack roll. It's annoying enough in OD&D or AD&D combats; it's killer in d20 combats, which take so much more time to completely cycle through all the combatants' initiatives. To have to wait all that time, only have your turn do nothing at all to change the state of the battlefield, is a real disappointment that I'm certainly not immune to when I play a fighter either.

It's nothing new to see an RPG where the attack roll and the damage roll are unified, but this would be very difficult to do in any early editions of D&D, where the weapon damage is balanced against hit dice, and chance to hit against AC. But perhaps, what if, instead of unifying the mechanic, we keep everything the same and then just say that a "miss" is actually a hit with reduced effectiveness, causing half or quarter damage?

I thought to myself, how would a game of OD&D play out if we instituted the house rule, a "missed" attack roll still causes half damage, and only a "natural 1" misses entirely? Attack rolls, ACs, and damage rolls stay the same. It might be necessary to increase hit points across the board to mitigate the lethality of this rule (such as raising all the hit dice by one die type), but first I thought I'd play out a few simple test combats to see how it goes.

Imagine four orcs (HD 1; hp 6, 5, 4, 3; AC 7; THAC0 19; dmg 1d8) squaring off against four average PCs, a fighter, a mage, a cleric, and a thief, with stats as follows:

Fighter Lv1 (HP 8; melee THAC0 18; AC 2; dmg 1d8+1)
Cleric Lv1 (HP 6; melee THAC0 19; AC 3; dmg 1d6)
Thief Lv1 (HP 4; missile THAC0 18; AC 6; dmg 1d6)
Mage Lv1 (HP 4; missile THAC0 19; AC 9; dmg 1d4; spell: magic missile)

To make this a typical OD&D encounter without surprise, put them in a 10' wide corridor, 70' apart.

Initative is rolled: orcs 6, party 6. Simulatneous action. The orcs are going to charge forward and attack; the fighter and the cleric in front move to engage the orcs; the thief shoots his bow and the mage fires off his magic missile. (In OD&D, for those who don't remember, the combat sequence is move, missile, magic, melee.) The thief gets the first shot (18 hits, 2 damage to the orc in front). Then the mage fires off his spell (4 damage to the same orc, slaying it). On the melee phase, the fighter and the cleric each square off against one of the three remaining orcs. The fighter misses (attack roll 5), causing half damage (2 points) to the orc he's in melee with, leaving it with 3 hp. The cleric hits (17) for 1 damage, leaving that orc with 3 hp as well. The orcs return their attacks, missing the well-armored fighter (12) and cleric (13). This still causes half damage, 2 points to the fighter and 3 points to the cleric, leaving them with 6 hp and 3 hp, respectively.

Round two, initiative is orcs 3, party 4. The thief fires again (attack roll 12 + orc AC 7 = 19, squarely beating his missile THAC0 of 18), 2 damage to orc in the back of the fight, leaving it with 1 hp. The mage has had two rounds to close for throwing distance, so he throws his knife from medium range at the same orc the theif attacked, but misses (8), causing half damage with the dagger, 2 points, dropping that orc. (The rationale for this isn't hard to imagine. The orc dodges the dagger, trips, cracks his head on the stone dungeon wall.) The fighter and the cleric continue the melee, and the fighter hits (attack roll 16, damage 7), slaying that orc. Finally, the cleric attacks, rolling a 3 for a miss, but still causing 1 point of damage, leaving that orc with 1 hp. The orc has the initative now and checks morale (3, passing the check), deciding to fight to the death. It swings at the cleric, attack 18, a hit, for 3 damage, dropping the cleric.

Round three, orc initiative 1, party 2. The thief shoots, rolling a 9 (miss), causing half damage, 1 hit point, killing the orc and ending the fight.

***

I would say that's fairly lethal, even for an OD&D battle, but nothing that couldn't be mitigated with a few other house rules less drastic than, say, damage-soaking armor. A simple increase in hit points, or more generous healing rules that some groups already use anway (naturally recover hit points by the hour rather than by the day, hovering at death's door, etc.) could actually balance all this out. At any rate, it seems like a fun alternative to the usual dance of swing-and-hit, swing-and-miss, with the PCs bound to quickly become aware of how deadly combat can be.

I'll try playtesting this for a whole adventure and see how it turns out.
 
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I think it makes the game more lethal since it characters with really good armor then would still be taking damage on a miss. It would make healing much more important and dungeon crawls would really be tough to get through without the need for resting.

I'm not sure I like adding in a lot of other rules just to balance it all out. THe fun of never failing could be negated but the lack of fun of more untested rules.
 

One alternative is a rule of thumb I call the 'John Woo' rule.

Every action has some effect. Missing your attack roll means that you don't damage your opponent. But there can certainly be other effects. The most common being damage to the environment. Rather than a miss, maybe a candlabra is knocked to the ground, a statue is beheaded, sparks fly as your opponent ducks behind a stone column.
 

For such a system, there would have to be sliding scale of damage dependent on the to-hit roll. For example, rolling a d20 attack against a level 0 humanoid could have DC's of:

1 - miss
2 - 4 one-quarter damage
5 - 9 half damage
10 - 14 three-quarters damage
15 - 19 full damage
20 - double damage

A player character with an AC different from 10, these DC's would be adjusted accordingly. Also adjustments for STR, DEX, etc ... would have to be factored in.

In fact with such a system, the d20 can be done away with and replaced with a d6 with DC's of:

1 - miss
2 - one-quarter damage
3 - half damage
4 - three-quarters damage
5 - full damage
6 - double damage
 
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I agree that missing causes disappointment and perhaps lack of fun but I don't know if that's the end of the story.

There's something to be said for the excitement of overcoming a hard challenge through a series of good rolls. There's the agony of an easy challenge suddenly becoming hard due to bad rolls, etc.

Further, I think one of the leading attributes to grind in 4e is the factor that combat can get to a point when the outcome is very predictable. I think there are two factors to that.

1) Lack of important nonrenewable resources. In 4e I will get all my encounter powers back at the end of the fight, I will also get all of my health back. Now I may burn healing surges, but in most adventurers I've been in the lack of surges isn't normally a factor. In 3e you did have wands and the like that could get you back up to full but at least you were consuming something. In 4e there is no sideeffect of finishing the fight.

2) Lack of unpredictability. This to me is where the miss rule argument really plays in. When you get down to the end of 4e combat everyone knows where they stand in certain cases. I know what the monster can do, I know what I can do, and we play out the numbers until one of us dies. You can't do that in a combat where if the monster happens to hit you twice in a row, one of those being a crit, suddenly you may be unconscious or perhaps on very lucky rolls even dead.


So ultimately number 2 is where I wonder how effect a no miss rule would be. How much fun would a combat be if you pretty much knew the monsters effect ahead of time?
 

One alternative is a rule of thumb I call the 'John Woo' rule.

Every action has some effect. Missing your attack roll means that you don't damage your opponent. But there can certainly be other effects. The most common being damage to the environment. Rather than a miss, maybe a candlabra is knocked to the ground, a statue is beheaded, sparks fly as your opponent ducks behind a stone column.

This is what I did whenever I was a DM.

A missed ranged attack would hit something else in the background.
 

Cross-post from the "Consolation Prize Mechanics" thread:
I have experimented with home-brewed games in which every action changes the situation, if only to the extent of using up some "hit points". In that case, one can dispense with a "hit" roll and go directly to randomization of "damage".

I think that works best with something along the lines of 4E "healing surges", so that one can still easily have some fights finish with negligible cost to the victors. Otherwise, unless one is dealing with huge stocks of hit points, the attrition on high-level figures is likely to seem too much in some cases.
Although I have tried a wide variety of house rules in OD&D, this is one sort that strikes me as getting into "whole other game" territory.

Some spells and other magical effects stand out as exceptions to the "hit for damage" rule, and high-level figures hit poor armor classes automatically. That these are exceptional is to me part of the game's "flavor".
 

The whole "not fun" notion does not match my experience, either. Part of the reason why may be that fights are resolved quite briskly in old D&D; there is not a lot of "hurry up and wait" between turns. Moreover, the tide of battle can fluctuate rapidly; the telling effect of a hit gives a miss significance.

Most groups in my experience also interpret the effects of at least some misses in entertaining (and perhaps tactically significant) ways. In the last session I played, my magic-user tried to vault with his staff for a flying kick in a foe's face -- and ended up on his butt!

If someone considers such incidents -- or the generally hard time we had due to our dice running "cold" that night while the monsters' seemed "hot" -- not part of the fun ... then maybe D&D is not the right game for that person. I am really not keen on the idea that it's a good thing to change what "D&D" means every few years, as WotC has done (and some seem bent on doing indefinitely). I can play (e.g.) RuneQuest or The Fantasy Trip for tactics, Tunnels & Trolls for more abstraction and super-heroics, and so on. It's nice to know what to expect, and to have distinctively different game options.
 

This is an interesting discussion.

It strikes me that Palladium has a no-miss rule; you only miss on a roll of 4 or less on a d20! Add in a few modifiers to Strike and you're not missing. The opponent gets to roll to parry/dodge your attack, though.

Is that the same thing as not missing? In a way... since each combatant only has a number of parries/dodges per round (though typically too many to count for anything). No matter what you are going to reduce your opponent's resources.

Another game that springs to mind is Dogs in the Vineyard. Your "attack" will "hit" unless your opponent does something to block it. The point is that the other guy has to do something, he has to react to your attack, he can't just sit there and be passive.

That changes the situation.

Maybe I'm going down a different path here with active defense. I think that the game is better if you can completely fail at whatever you were trying to - that way the game doesn't close off any possible outcomes.
 

It seems to me that misses balance out hits, so that removing the possibility of a miss does nothing more than dilute the value of a hit.

Moreover, if you change the rules to "Full Damage Hit" and "Part Damage Hit", the "Part Damage Hit" becomes the new miss, and becomes something that some folks will rail against as "unfun".

I like attack rolls. I like the woohoo of hits. I like the groans that go with misses. They are part of a whole. Removing one half devalues the other.


RC
 

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