Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
I Don't Like Damage On A Miss
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Viktyr Gehrig" data-source="post: 5933332" data-attributes="member: 9249"><p>I apologize for the broad brush. I've heard peanut butter is effective for removing unwarranted tar stains.</p><p></p><p></p><p></p><p>Well, honestly, there's no difference between a failed attack roll and a successful saving throw-- so the insistence that Fighters aren't allowed to deal damage on the former, but Wizards can <strong>expect</strong> to do so on the latter is maddeningly inconsistent and the 'but it's magic' argument is borderline infuriating because every inch of the combat rules is an abstraction. The number of variables that are being narrowed down to a single die roll and a one-digit number is incomprehensible.</p><p></p><p>People are arguing over what die rolls can or can not 'realistically' inflict hit point damage when there is no satisfactorily 'realistic' definition for what hit points even are or how they function. They are not capacity for injury, because a character with any positive number of hit points is not injured. They are not capacity to prevent injury, because the majority of injuries are neither completely incapacitating nor potentially lethal and any character with a negative number of hit points is both incapacitated and mortally wounded.</p><p></p><p></p><p></p><p>If it actually represents that ferocity as well as the Reaper feat, sure, but your suggestion here replaces Reaper being boring when the <strong>fight</strong> is boring with Reaper being boring when the combat should be at its most tense and dramatic. That version of Reaper doesn't represent overwhelming ferocity in battle, it represents a matador poking a bull to death one flimsy little sword at a time.</p><p></p><p></p><p></p><p>No. I would be amenable to a replacement mechanic, but not a replacement mechanic that is inferior to the original on every conceptual level.</p><p></p><p></p><p></p><p>It would draw a smaller outcry, but it also does not represent the same thing at all. Granting combat advantage against low-hp foes isn't a relentless, unstoppable onslaught-- it's batting cleanup.</p><p></p><p>The people complaining that Reaper is boring are complaining about it being boring when they're fighting <strong>kobolds</strong>. The reason Reaper is boring when fighting kobolds is because kobolds are not what the feat is for. The Slayer fighting kobolds simply improves his odds of killing one kobold per round from 65% to 100%.</p><p></p><p>Reaper is for raising your odds of dealing <strong>some</strong> damage to the Dark Priest from 40% to 100%, making it harder for him to cast spells and making the fight less boring because you-- with the best attack bonus in the party-- aren't stuck whiffing more than half of your attacks while he's wrecking your party unimpeded.</p><p></p><p></p><p></p><p>Except that is a fundamentally <strong>worse</strong> mechanic because it removes all tension entirely-- the problem with Slayer vs. Kobolds-- and either does too much damage and is overpowered for an automatic hit or it does too little damage to be worth giving up your normal chance for normal damage.</p><p></p><p>The Reaper feat does a good and interesting thing, and it does it in a good and interesting way. It is reasonably balanced against other comparable abilities-- such as <em>magic missile</em>-- and is demonstrably compatible with a simulationist narrative. The most vocal opponents of the feat are objecting that the feat is bad because it is 'unrealistic' and want the feat removed for the purpose of imposing an inconsistent standard of 'realism' on systems that were never realistic nor intended to be realistic in the first place, at the expense-- the endlessly encroaching expense-- of the combat capability of the one class in the game whose <strong>sole</strong> purpose is to be the most effective combatant.</p><p></p><p>3.X was a good game, and I love it, and I still play it... but it had its weak points. The weakest of its weak points was the fact that everything magic was automatically superior to everything non-magic forever because it wasn't constrained to the same artificial, arbitrary, and inconsistent standards of 'realism' that the non-magical superhumans labored under.</p><p></p><p>People who don't like 3.X are claiming that the current D&D Next playtest rules bear too much resemblance to it-- an accusation I see no merit whatsoever in, and an accusation that I certainly do not wish to <strong>create</strong> merit in by introducing that game's idiosyncratic flaws into this one. If we are going to take from 3.X, let's take the <strong>good</strong> parts of it instead.</p><p></p><p></p><p></p><p>Unless the Wizard does it. A lot of people are complaining about the auto-hit at-will <em>magic missile</em>-- <strong>not</strong> without merit-- but nobody seems to have any problem with the Wizard's <strong>other</strong> attack spells not requiring a roll to hit and still dealing half damage on a miss.</p><p></p><p></p><p></p><p>I would prefer to make the existing Reaper mechanic scale with level, instead. Not as much as the damage on real hits, of course, but enough to keep it relevant. Perhaps it would benefit from the same level-based damage bonus that the Fighter's regular attacks get, but from none of the weapon-specific feats that the Fighter gets.</p><p></p><p>The thing is, Reaper grants the Slayer Fighter the same small benefit against monsters no matter how high their AC is. Advantage grants a much bigger benefit to attacks against creatures the Slayer can hit around half the time, and a much smaller benefit to the attacks for which Reaper was designed and for which it provides the most benefit.</p><p></p><p></p><p></p><p>That would be great for batting cleanup, which is a different thing. I'd like to see Fighters-- and fighterish classes-- having a Whirlwind Attack at-will option.</p><p></p><p></p><p></p><p>I actually really like that, but for the most part if you're in melee with 3 monsters you either don't need Advantage or you're in serious trouble. That reflects an entirely different type of ability from Reaper, but one that's certainly appropriate for a Slayer.</p><p></p><p></p><p></p><p>I like the Reaper mechanic because of the flavor which I've already described, that the mechanic supports perfectly. It does a good thing in a good way, and the reasons being given for removing it fall apart with even a cursory examination. They don't hold water. And the suggested replacements for it, while mostly good mechanics in their own right, do entirely different things-- things that I agree Fighters or Slayer-Fighters should also be able to do, but not this specific thing that I really like Slayer-Fighters being able to do.</p><p></p><p></p><p></p><p>It's really hard to be fair to the person who is trying-- and succeeding-- to be civil and constructive when you are replying to him at the same time you are replying to other people who are neither succeeding nor trying.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5933332, member: 9249"] I apologize for the broad brush. I've heard peanut butter is effective for removing unwarranted tar stains. Well, honestly, there's no difference between a failed attack roll and a successful saving throw-- so the insistence that Fighters aren't allowed to deal damage on the former, but Wizards can [b]expect[/b] to do so on the latter is maddeningly inconsistent and the 'but it's magic' argument is borderline infuriating because every inch of the combat rules is an abstraction. The number of variables that are being narrowed down to a single die roll and a one-digit number is incomprehensible. People are arguing over what die rolls can or can not 'realistically' inflict hit point damage when there is no satisfactorily 'realistic' definition for what hit points even are or how they function. They are not capacity for injury, because a character with any positive number of hit points is not injured. They are not capacity to prevent injury, because the majority of injuries are neither completely incapacitating nor potentially lethal and any character with a negative number of hit points is both incapacitated and mortally wounded. If it actually represents that ferocity as well as the Reaper feat, sure, but your suggestion here replaces Reaper being boring when the [b]fight[/b] is boring with Reaper being boring when the combat should be at its most tense and dramatic. That version of Reaper doesn't represent overwhelming ferocity in battle, it represents a matador poking a bull to death one flimsy little sword at a time. No. I would be amenable to a replacement mechanic, but not a replacement mechanic that is inferior to the original on every conceptual level. It would draw a smaller outcry, but it also does not represent the same thing at all. Granting combat advantage against low-hp foes isn't a relentless, unstoppable onslaught-- it's batting cleanup. The people complaining that Reaper is boring are complaining about it being boring when they're fighting [b]kobolds[/b]. The reason Reaper is boring when fighting kobolds is because kobolds are not what the feat is for. The Slayer fighting kobolds simply improves his odds of killing one kobold per round from 65% to 100%. Reaper is for raising your odds of dealing [b]some[/b] damage to the Dark Priest from 40% to 100%, making it harder for him to cast spells and making the fight less boring because you-- with the best attack bonus in the party-- aren't stuck whiffing more than half of your attacks while he's wrecking your party unimpeded. Except that is a fundamentally [b]worse[/b] mechanic because it removes all tension entirely-- the problem with Slayer vs. Kobolds-- and either does too much damage and is overpowered for an automatic hit or it does too little damage to be worth giving up your normal chance for normal damage. The Reaper feat does a good and interesting thing, and it does it in a good and interesting way. It is reasonably balanced against other comparable abilities-- such as [i]magic missile[/i]-- and is demonstrably compatible with a simulationist narrative. The most vocal opponents of the feat are objecting that the feat is bad because it is 'unrealistic' and want the feat removed for the purpose of imposing an inconsistent standard of 'realism' on systems that were never realistic nor intended to be realistic in the first place, at the expense-- the endlessly encroaching expense-- of the combat capability of the one class in the game whose [b]sole[/b] purpose is to be the most effective combatant. 3.X was a good game, and I love it, and I still play it... but it had its weak points. The weakest of its weak points was the fact that everything magic was automatically superior to everything non-magic forever because it wasn't constrained to the same artificial, arbitrary, and inconsistent standards of 'realism' that the non-magical superhumans labored under. People who don't like 3.X are claiming that the current D&D Next playtest rules bear too much resemblance to it-- an accusation I see no merit whatsoever in, and an accusation that I certainly do not wish to [b]create[/b] merit in by introducing that game's idiosyncratic flaws into this one. If we are going to take from 3.X, let's take the [b]good[/b] parts of it instead. Unless the Wizard does it. A lot of people are complaining about the auto-hit at-will [i]magic missile[/i]-- [b]not[/b] without merit-- but nobody seems to have any problem with the Wizard's [b]other[/b] attack spells not requiring a roll to hit and still dealing half damage on a miss. I would prefer to make the existing Reaper mechanic scale with level, instead. Not as much as the damage on real hits, of course, but enough to keep it relevant. Perhaps it would benefit from the same level-based damage bonus that the Fighter's regular attacks get, but from none of the weapon-specific feats that the Fighter gets. The thing is, Reaper grants the Slayer Fighter the same small benefit against monsters no matter how high their AC is. Advantage grants a much bigger benefit to attacks against creatures the Slayer can hit around half the time, and a much smaller benefit to the attacks for which Reaper was designed and for which it provides the most benefit. That would be great for batting cleanup, which is a different thing. I'd like to see Fighters-- and fighterish classes-- having a Whirlwind Attack at-will option. I actually really like that, but for the most part if you're in melee with 3 monsters you either don't need Advantage or you're in serious trouble. That reflects an entirely different type of ability from Reaper, but one that's certainly appropriate for a Slayer. I like the Reaper mechanic because of the flavor which I've already described, that the mechanic supports perfectly. It does a good thing in a good way, and the reasons being given for removing it fall apart with even a cursory examination. They don't hold water. And the suggested replacements for it, while mostly good mechanics in their own right, do entirely different things-- things that I agree Fighters or Slayer-Fighters should also be able to do, but not this specific thing that I really like Slayer-Fighters being able to do. It's really hard to be fair to the person who is trying-- and succeeding-- to be civil and constructive when you are replying to him at the same time you are replying to other people who are neither succeeding nor trying. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
I Don't Like Damage On A Miss
Top