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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="Herremann the Wise" data-source="post: 5938896" data-attributes="member: 11300"><p>Yes, although I think by introducing Touch AC, it allows you to freely but accurately describe situations where missing or ineffectively hitting is important.</p><p></p><p>Just three states will do:</p><p>1) Miss (not make touch AC),</p><p>2) Ineffectively Hit (make touch AC but no AC), and</p><p>3) Effectively Hit (making AC).</p><p>This should be enough to cover issues such as contact poison, reaper damage, magically damaging touch and so on where isolating one of these three is logically important.</p><p></p><p>You separate physical wounds from everything else hit points represent (morale, turning a blow, luck, divine providence, skill etc.). Hit points then have the freedom to represent a reaper terrifyingly miss their opponent; the close call whiff - not making touch AC but taking away "morale" hit points. Alternatively you can wear them down by forcing them to block their blows (making touch AC but not their AC) and incurring a like number loss of hit points.</p><p></p><p>Wound points (for want of a better term) are used for physical damage. If a target has been reduced to zero hit points then the true reaper miss has no effect but the ineffective hit starts dealing strength mod. wound point damage. That is how I would deal with the reaper ability. [It also allows for warlord motivation, priestly blessings, and fighter heroics to increase allies hit points, but leave natural, mundane and divine healing to take care of wound points.]</p><p></p><p>3e had three different ACs and lethal and nonlethal damage (as well as negative levels to track) and 4e was happy to also split health into hit points, death saving throws failed, healing surges and healing surge values; and so I don't see the splitting of a character's health into hit points and wound points as being too many variables to keep track of based upon the most recent editions of the game. Certainly not too complicated for an alternative rules module anyway.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5938896, member: 11300"] Yes, although I think by introducing Touch AC, it allows you to freely but accurately describe situations where missing or ineffectively hitting is important. Just three states will do: 1) Miss (not make touch AC), 2) Ineffectively Hit (make touch AC but no AC), and 3) Effectively Hit (making AC). This should be enough to cover issues such as contact poison, reaper damage, magically damaging touch and so on where isolating one of these three is logically important. You separate physical wounds from everything else hit points represent (morale, turning a blow, luck, divine providence, skill etc.). Hit points then have the freedom to represent a reaper terrifyingly miss their opponent; the close call whiff - not making touch AC but taking away "morale" hit points. Alternatively you can wear them down by forcing them to block their blows (making touch AC but not their AC) and incurring a like number loss of hit points. Wound points (for want of a better term) are used for physical damage. If a target has been reduced to zero hit points then the true reaper miss has no effect but the ineffective hit starts dealing strength mod. wound point damage. That is how I would deal with the reaper ability. [It also allows for warlord motivation, priestly blessings, and fighter heroics to increase allies hit points, but leave natural, mundane and divine healing to take care of wound points.] 3e had three different ACs and lethal and nonlethal damage (as well as negative levels to track) and 4e was happy to also split health into hit points, death saving throws failed, healing surges and healing surge values; and so I don't see the splitting of a character's health into hit points and wound points as being too many variables to keep track of based upon the most recent editions of the game. Certainly not too complicated for an alternative rules module anyway. Best Regards Herremann the Wise [/QUOTE]
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Poll on the Reaper: is damage on missed melee attack roll believable and balanced?
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