As long as NO, which is pretty much a given.
I'll be honest; as a DM I hate to paint myself in a corner with hard-and-fast rules on how to adjudicate a situation. I prefer a logical narrative, and I frequently ask my players, "Ok, what does it look like?" Get them thinking about the scene in their mind, and not the figs on the table (if I have them out). Mostly I would prefer to play this by ear.So you are fine with the effectiveness of the ability changing from round to round depending on the narration of the player. That is, if the player decides to narratively focus on his intelligence and experience in battle (and assuming strength is his max score), then you are fine penalizing him for his narration and apply intelligence modifiers instead of strength? Or are you suggesting there should be a different such ability allowing damage on a "miss" with each ability score. "I always hurt them because I'm smart;" or "my dazzling smile weakens the enemy in every round of combat no matter what I roll."
Errr, I have them describe what they would like to do, then see what the dice have to say about it.I also find it interesting when DMs allow the players to describe what the effect of an attack will be before actually rolling the dice and seeing how it turns out.
I'm comfortable with giving the player this level of narrative control. If they miss, I would say the attack was blocked by their ferocious attacks, but the opponent is gritting his teeth as he absorbs the shocking blows. If they had hit, obviously the narration would be different. If the attack does a significant amount of damage, then the block missed and blood is drawn. If the attack is more moderately successful, I might say that something more dire happened to the poor sod's shield arm just just a temporary numbing. Mind you, these are just possibilities.And if your player decides to "numb" the shield arm, does that have any actual in game effect, or is it just color?
Weapon selection matters in D&D, and those funny sided dice are one of the core things that makes D&D unique. A greatsword using a different damage die than a longsword is a sacred cow that will never die, and for good reason : bigger swords can kill you better. This is where simulationism comes in : if fighting proficiency mattered and weapons didn't, why did we bother honing metallurgy and weapon engineering and balance for centuries?
I am thoroughly confused by what people want at this point.
I also find it interesting when DMs allow the players to describe what the effect of an attack will be before actually rolling the dice and seeing how it turns out.
I am thoroughly confused by what people want at this point.
"Using his superior reach, the skilled great weapon wielder can't be ignored on the battlefield. Keeping him at bay is the only viable option, even if it is a really taxing one."
Against this type of opponent, you can't turtle and have to go all in. I think it's a wonderful addition to the repertoire of available tactics.
Of course, to embrace this view, you have to accept HP as a tactical resource rather than meat... So it should wisely be kept "optional". (But I have to question the sim types what HP is simulating exactly ? Maybe Burnington, with his superior knowledge of RPG design, physics modelling, weapon damage and sacred cows could help us... )
"Using his superior reach, the skilled great weapon wielder can't be ignored on the battlefield. Keeping him at bay is the only viable option, even if it is a really taxing one."
Against this type of opponent, you can't turtle and have to go all in. I think it's a wonderful addition to the repertoire of available tactics.
Of course, to embrace this view, you have to accept HP as a tactical resource rather than meat... So it should wisely be kept "optional". (But I have to question the sim types what HP is simulating exactly ? Maybe Burnington, with his superior knowledge of RPG design, physics modelling, weapon damage and sacred cows could help us... )
When sparring in kickboxing, reach is pretty significant - you really feel it when going up against a guy a foot taller than you; it's tricky to get a punch in without him punching you in the face first. (That's what an opportunity attack is simulating). That's even more apparent when the opponent has a knife and you're really scared of getting cut."superior reach..." would be better suited to a Reach weapon property, no?"Using his superior reach, the skilled great weapon wielder can't be ignored on the battlefield. Keeping him at bay is the only viable option, even if it is a really taxing one."