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I Don't Like Damage On A Miss
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5932774" data-attributes="member: 9249"><p>I like the way it works now and I don't want it replaced. There is also the principle of the matter that if we remove every mechanic that a vocal minority dislikes-- for reasons that have nothing to do with game balance and very little to do with verisimilitude-- we won't have a game left to play.</p><p></p><p>I don't think anyone is saying that you have to allow it in your home games, but those of us that like this mechanic-- and I <strong>love</strong> it-- don't want it to be removed from the rulebooks because of the handful of (mostly) 3.X fans that are opposed to Fighter having nice things.</p><p></p><p></p><p></p><p>It's lame when you're fighting kobolds because you're going to kill them automatically and you're only ever going to miss them rarely. Slayers also get cleave, which is much more useful against vermin.</p><p></p><p>Reaper is a cool power when you're fighting a boss with high AC and you're the one constantly chipping away at him while everyone else is only hitting him half the time. Let the other Fighters protect the weak and carry everyone else's gear for them. You are the Slayer, and your job is to make things dead.</p><p></p><p></p><p></p><p>Especially considering that this is being presented as <strong>traditional</strong> D&D, largely by adherents of 3.X, when Fighters in AD&D were vastly more powerful-- capable of matching Clerics and Wizards for combat effectiveness and survivability at least until name level.</p><p></p><p>I, for one, am glad to see Fighters not suck in a way that does not require Encounter and Daily powers. (Surge isn't a true 'Daily' power.) Give them some good 'combat option' at-will attacks, that other classes don't get, and some stance abilities... and you've got an awesome melee combatant that doesn't look or feel like a spellcaster.</p><p></p><p></p><p></p><p>Yeah. Fighters in general, really. I'd like to see Cleave/Great Cleave as one of the at-will Fighter maneuvers-- maybe it isn't as accurate as other maneuvers (so it's better for Slayers) and it doesn't do as much damage, but it allows you to spread the pain. Kinda like the 'sweep' maneuver from AD&D.</p><p></p><p></p><p></p><p>Yeah, agreed. Reaper isn't for automatically killing one Kobold per round, since everyone else is pretty much doing that anyway. It's for chipping away at the big bastard nobody else can hit.</p><p></p><p></p><p></p><p>I've got no problem with that as a general rule. Rolling a natural 1 on an attack roll is a 'critical miss' that inflicts no damage-- regardless of abilities to the contrary-- and imposes no conditions. It's just a complete and total failure of whatever it was you were just trying to do.</p><p></p><p></p><p></p><p>You realize that this would be an example of the system functioning exactly as intended, right? That's why all the math is flat-- so that you don't need minion rules for a bunch of lowly mooks to drag down a high-level PC or monster.</p><p></p><p>Chances are, that army of low-level Slayers-- assuming that Slayers of <strong>any</strong> level exist in sufficient quantity to make armies out of-- are going to be capable of actually making their attack rolls against the ancient red dragon at least 20% of the time anyway. Not to mention, assuming this army of Slayers are 14 Dex with bows (since there's only so many people you can pile on a dragon) it's going to take hundreds of them to mow down an ancient dragon down in one turn... and chances are, if Next dragons are anything like 4e dragons, that ancient red dragon is only going to need a couple of rounds to murder them right the Hell back.</p><p></p><p></p><p></p><p>Because it requires special training and aptitude that the overwhelming majority of NPCs just don't have? Monsters don't have class levels or feats, and the majority of humanoid monsters in the Bestiary don't have anything that resembles class features.</p><p></p><p>As it was in every version of D&D <strong>but</strong> 3.X, NPCs don't follow the same rules that PCs do, because they don't need to. NPCs that use PC rules are as rare and special as the PCs themselves.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5932774, member: 9249"] I like the way it works now and I don't want it replaced. There is also the principle of the matter that if we remove every mechanic that a vocal minority dislikes-- for reasons that have nothing to do with game balance and very little to do with verisimilitude-- we won't have a game left to play. I don't think anyone is saying that you have to allow it in your home games, but those of us that like this mechanic-- and I [b]love[/b] it-- don't want it to be removed from the rulebooks because of the handful of (mostly) 3.X fans that are opposed to Fighter having nice things. It's lame when you're fighting kobolds because you're going to kill them automatically and you're only ever going to miss them rarely. Slayers also get cleave, which is much more useful against vermin. Reaper is a cool power when you're fighting a boss with high AC and you're the one constantly chipping away at him while everyone else is only hitting him half the time. Let the other Fighters protect the weak and carry everyone else's gear for them. You are the Slayer, and your job is to make things dead. Especially considering that this is being presented as [b]traditional[/b] D&D, largely by adherents of 3.X, when Fighters in AD&D were vastly more powerful-- capable of matching Clerics and Wizards for combat effectiveness and survivability at least until name level. I, for one, am glad to see Fighters not suck in a way that does not require Encounter and Daily powers. (Surge isn't a true 'Daily' power.) Give them some good 'combat option' at-will attacks, that other classes don't get, and some stance abilities... and you've got an awesome melee combatant that doesn't look or feel like a spellcaster. Yeah. Fighters in general, really. I'd like to see Cleave/Great Cleave as one of the at-will Fighter maneuvers-- maybe it isn't as accurate as other maneuvers (so it's better for Slayers) and it doesn't do as much damage, but it allows you to spread the pain. Kinda like the 'sweep' maneuver from AD&D. Yeah, agreed. Reaper isn't for automatically killing one Kobold per round, since everyone else is pretty much doing that anyway. It's for chipping away at the big bastard nobody else can hit. I've got no problem with that as a general rule. Rolling a natural 1 on an attack roll is a 'critical miss' that inflicts no damage-- regardless of abilities to the contrary-- and imposes no conditions. It's just a complete and total failure of whatever it was you were just trying to do. You realize that this would be an example of the system functioning exactly as intended, right? That's why all the math is flat-- so that you don't need minion rules for a bunch of lowly mooks to drag down a high-level PC or monster. Chances are, that army of low-level Slayers-- assuming that Slayers of [b]any[/b] level exist in sufficient quantity to make armies out of-- are going to be capable of actually making their attack rolls against the ancient red dragon at least 20% of the time anyway. Not to mention, assuming this army of Slayers are 14 Dex with bows (since there's only so many people you can pile on a dragon) it's going to take hundreds of them to mow down an ancient dragon down in one turn... and chances are, if Next dragons are anything like 4e dragons, that ancient red dragon is only going to need a couple of rounds to murder them right the Hell back. Because it requires special training and aptitude that the overwhelming majority of NPCs just don't have? Monsters don't have class levels or feats, and the majority of humanoid monsters in the Bestiary don't have anything that resembles class features. As it was in every version of D&D [b]but[/b] 3.X, NPCs don't follow the same rules that PCs do, because they don't need to. NPCs that use PC rules are as rare and special as the PCs themselves. [/QUOTE]
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