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Community
General Tabletop Discussion
*Dungeons & Dragons
Poll on the Reaper: is damage on missed melee attack roll believable and balanced?
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<blockquote data-quote="pemerton" data-source="post: 5933151" data-attributes="member: 42582"><p>While what Herremann says is true, I think jadrax also makes an important point.</p><p></p><p>There is a tendency in many of these discussions to assume that, if the rules are written to default to process simulation (so, for example, Reaper can't kill, or a Warlord's inspiration gives temporary hp rather than hp recovery, etc) then both sides will be satisfied. As if those who approach D&D (and especially 4e) from the non-process-simulation angle do so accidentally, or without commitment to what they're doing.</p><p></p><p>I think that such an assumption is contentious, and (from WotC's point of view) risky. It may be that many 4e players <em>like</em> the ambivalence in an ability like Reaper, which allows it to be narrated sometimes as a bruise delivered through armour, sometimes as a vicous stroke that causes the opponent to tire in avoiding it, sometimes as a deft manoeuvre that causes the defender to self-impale on the altar of spikes.</p><p></p><p>One possible solution is to offer up a range of themes, some whose abilities are clear process simulation, some not. Another is to put forward an alternative "death rule" - there could be an optional rule that any <em>killing</em> strike requires a successful attack roll to be made - so Reaper couldn't kill, Magic Missile would require an attack roll to be made in this one special case, etc. A variant on this would be to allow a saving throw against any auto-damage that would kill.</p><p></p><p>Anyway, I think tackling the issue at the source might be a better way to proceed than mucking around with individual abilities, pushing them towards or away from process simulation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5933151, member: 42582"] While what Herremann says is true, I think jadrax also makes an important point. There is a tendency in many of these discussions to assume that, if the rules are written to default to process simulation (so, for example, Reaper can't kill, or a Warlord's inspiration gives temporary hp rather than hp recovery, etc) then both sides will be satisfied. As if those who approach D&D (and especially 4e) from the non-process-simulation angle do so accidentally, or without commitment to what they're doing. I think that such an assumption is contentious, and (from WotC's point of view) risky. It may be that many 4e players [I]like[/I] the ambivalence in an ability like Reaper, which allows it to be narrated sometimes as a bruise delivered through armour, sometimes as a vicous stroke that causes the opponent to tire in avoiding it, sometimes as a deft manoeuvre that causes the defender to self-impale on the altar of spikes. One possible solution is to offer up a range of themes, some whose abilities are clear process simulation, some not. Another is to put forward an alternative "death rule" - there could be an optional rule that any [I]killing[/I] strike requires a successful attack roll to be made - so Reaper couldn't kill, Magic Missile would require an attack roll to be made in this one special case, etc. A variant on this would be to allow a saving throw against any auto-damage that would kill. Anyway, I think tackling the issue at the source might be a better way to proceed than mucking around with individual abilities, pushing them towards or away from process simulation. [/QUOTE]
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Community
General Tabletop Discussion
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Poll on the Reaper: is damage on missed melee attack roll believable and balanced?
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