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I Don't Like Damage On A Miss
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<blockquote data-quote="Herremann the Wise" data-source="post: 5931089" data-attributes="member: 11300"><p>Put me down as another one who <strong><u><em>HATES</em></u></strong> a character being able to kill something by failing to do what they were trying to achieve: that is missing instead of hitting something. Damage when you <strong><u><em>miss</em></u></strong> just does not make sense. (And remember, if you are in the area of effect of a fireball, it has <u><strong><em>not</em></strong></u> missed you!!!!!) To me, the mechanics in the game should help define the result of the action, not obfuscate it. A <strong>"hit" </strong>should mean that the attack hits (even if the hit has minimal effect due to armor/toughness or whatever). A <strong>"miss" </strong>should mean that the attack misses. </p><p></p><p>My other issue with this is on a design level regarding absolutes. I don't like rules that say something <strong>always </strong>happens regardless of circumstances. There are several instances of this I would like to see removed from 5e in the next draft:</p><p>- Dwarves ALWAYS resist poison.</p><p>- Elves ALWAYS resist being charmed.</p><p>- Reapers ALWAYS deal hit point damage regardless of whether they hit or miss and thus will ALWAYS kill something with low hit points (at or below their STR mod.)</p><p></p><p>And this has nothing to do with how hit points are defined. I like hit points being defined as morale, the will to go on, divine providence, luck, toughness etc. (and in fact would prefer that that was all they meant and physical damage was treated separately but that is something for another thread). Hit points are a good abstraction that helps meld all these things together. However this should not mean that they should obfuscate whether an attack is a hit or a miss. If people want to screw around with the definition of "hit" and "miss", please find alternative words for the result of a slayers attack.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5931089, member: 11300"] Put me down as another one who [B][U][I]HATES[/I][/U][/B] a character being able to kill something by failing to do what they were trying to achieve: that is missing instead of hitting something. Damage when you [B][U][I]miss[/I][/U][/B] just does not make sense. (And remember, if you are in the area of effect of a fireball, it has [U][B][I]not[/I][/B][/U] missed you!!!!!) To me, the mechanics in the game should help define the result of the action, not obfuscate it. A [B]"hit" [/B]should mean that the attack hits (even if the hit has minimal effect due to armor/toughness or whatever). A [B]"miss" [/B]should mean that the attack misses. My other issue with this is on a design level regarding absolutes. I don't like rules that say something [B]always [/B]happens regardless of circumstances. There are several instances of this I would like to see removed from 5e in the next draft: - Dwarves ALWAYS resist poison. - Elves ALWAYS resist being charmed. - Reapers ALWAYS deal hit point damage regardless of whether they hit or miss and thus will ALWAYS kill something with low hit points (at or below their STR mod.) And this has nothing to do with how hit points are defined. I like hit points being defined as morale, the will to go on, divine providence, luck, toughness etc. (and in fact would prefer that that was all they meant and physical damage was treated separately but that is something for another thread). Hit points are a good abstraction that helps meld all these things together. However this should not mean that they should obfuscate whether an attack is a hit or a miss. If people want to screw around with the definition of "hit" and "miss", please find alternative words for the result of a slayers attack. Best Regards Herremann the Wise [/QUOTE]
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