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Forked Thread: Eliminating the "Miss"
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<blockquote data-quote="John Quixote" data-source="post: 4856146" data-attributes="member: 694"><p>Hm. I think I'm starting to understand why the original thread was locked. It's not because talking about 5e per se is flame bait. It's because talking about the slaughter of sacred cows is flame bait. </p><p></p><p>To everybody so far who has actually contributed to the discussion in some meaningful way: hey, thanks!</p><p></p><p>To everybody who has taken the time to post some bit of reactionary nonsense that boils down to, "the OP doesn't like missing his attack rolls, and that makes him a whiney-baby," thanks for being so thoughtful and "mature."</p><p></p><p>I'm talking about a house rule here that makes D&D combats <em>significantly more lethal for the PCs.</em> Remember (as 3e <em>Unearthed Arcana </em>drilled into our heads), any little tweak to the game that makes combat deadlier is something that the PCs have to bear the brunt of in <em>every single combat in the game</em>. </p><p></p><p>But there are other mechanical considerations that come with something like this. RPGs where damage is dealt on 95% of all attacks are certainly playable, as long as healing is readily available. (I'm thinking of <em>Final Fantasy </em>and every other computer RPG ever here.) But in D&D specifically, what happens when the "missed attack," a factor determined almost entirely by the attacker's to-hit chance and the defender's AC, still deals half damage to the PC? It devalues armor (whch is now soaking 50% of weapon damage, rather than 100% of it, on missed attack rolls), weakening the "trade in value" of slower speed and heavy encumbrance vs. better defenses. Bad idea in a game centered around jousting medeival knights; great idea if the DM is trying to run a swashbuckling campaign. It's just one example of how altered game mechanics might re-enforce a particular feel that DM is shooting for.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 4856146, member: 694"] Hm. I think I'm starting to understand why the original thread was locked. It's not because talking about 5e per se is flame bait. It's because talking about the slaughter of sacred cows is flame bait. To everybody so far who has actually contributed to the discussion in some meaningful way: hey, thanks! To everybody who has taken the time to post some bit of reactionary nonsense that boils down to, "the OP doesn't like missing his attack rolls, and that makes him a whiney-baby," thanks for being so thoughtful and "mature." I'm talking about a house rule here that makes D&D combats [i]significantly more lethal for the PCs.[/i] Remember (as 3e [I]Unearthed Arcana [/I]drilled into our heads), any little tweak to the game that makes combat deadlier is something that the PCs have to bear the brunt of in [I]every single combat in the game[/I]. But there are other mechanical considerations that come with something like this. RPGs where damage is dealt on 95% of all attacks are certainly playable, as long as healing is readily available. (I'm thinking of [I]Final Fantasy [/I]and every other computer RPG ever here.) But in D&D specifically, what happens when the "missed attack," a factor determined almost entirely by the attacker's to-hit chance and the defender's AC, still deals half damage to the PC? It devalues armor (whch is now soaking 50% of weapon damage, rather than 100% of it, on missed attack rolls), weakening the "trade in value" of slower speed and heavy encumbrance vs. better defenses. Bad idea in a game centered around jousting medeival knights; great idea if the DM is trying to run a swashbuckling campaign. It's just one example of how altered game mechanics might re-enforce a particular feel that DM is shooting for. [/QUOTE]
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