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Is the Real Issue (TM) Process Sim?
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<blockquote data-quote="I'm A Banana" data-source="post: 6259640" data-attributes="member: 2067"><p>Pretty sure this is the Real Issue (tm).</p><p></p><p>It should be said, though, that I've got no real problem with damage-on-a-miss. Mechanically and conceptually, it works fine from my side, since a "miss" includes bonking into armor. And if you do that repeatedly with a big weapon while looking for an opening, sure, that's going to leave a mark (or even kill a critter if it's too small and weak to even effectively block). Someone with this mechanic never literally misses -- they always connect at least a bit with every attempt to hit, and no measure of armor or agility is enough to mean you are completely free of injury when going up against them. </p><p></p><p>That is in and of itself a legit problem for some players (it represents a level of heroic awesomeness or unreality that not everyone is comfortable with), but I'm not one of them.</p><p></p><p>I am one of them who has an issue with "quantum" mechanics where the effect is determined before the cause. And I'm not fond of inspirational healing for D&D. But I've got no real problem with damage on a miss, because in my mind, it doesn't require either of those things. All it requires is a character that can simply <em>choose</em> to pop weak critters, a character who is dangerous to get into melee with, a character whom no rogue or acrobat or quickling can ever truly dodge, a character whose attacks are more area effect than single-target.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6259640, member: 2067"] Pretty sure this is the Real Issue (tm). It should be said, though, that I've got no real problem with damage-on-a-miss. Mechanically and conceptually, it works fine from my side, since a "miss" includes bonking into armor. And if you do that repeatedly with a big weapon while looking for an opening, sure, that's going to leave a mark (or even kill a critter if it's too small and weak to even effectively block). Someone with this mechanic never literally misses -- they always connect at least a bit with every attempt to hit, and no measure of armor or agility is enough to mean you are completely free of injury when going up against them. That is in and of itself a legit problem for some players (it represents a level of heroic awesomeness or unreality that not everyone is comfortable with), but I'm not one of them. I am one of them who has an issue with "quantum" mechanics where the effect is determined before the cause. And I'm not fond of inspirational healing for D&D. But I've got no real problem with damage on a miss, because in my mind, it doesn't require either of those things. All it requires is a character that can simply [I]choose[/I] to pop weak critters, a character who is dangerous to get into melee with, a character whom no rogue or acrobat or quickling can ever truly dodge, a character whose attacks are more area effect than single-target. [/QUOTE]
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