I'm going to have to cut for poignancy and space. If there is something relevant that I'm excluding feel free to bring it back up, as I'm sure you will even if it is not relevant.
And if we were talking about English, I would agree you have a point. But we're talking about D&D.
My bad, I didn't realize that English was unfair to use in a discussion about things. I'll try in Norwegian next time.
In D&D "hit" and "miss" have entirely different connotations and definitions--a hit is something that removes your hit points. A miss is something that doesn't. We probably agree with each other up to that point.
A hit is something that succeeds and allows you to roll damage.
A miss is something that does not.
Now they're adding a third category...a fighter that is so dangerous that the most you can do is minimize the damage, not stop it completely. Which incidentally is something completely plausible to me.
Now we enter a new category. Where the fighter has special snowflake status that allows him to "hit on a miss". Thereby inverting what miss means and allowing him to deal damage in a situation where others don't.
What you are describing by the way, damage because it hits the armor (or whatever) and "hurts them" for fatigue, is not modeled well by this description. If it were it would not allow for a person to die on a miss. It also doesn't explain situations where a creature would otherwise be completely NOT STRUCK (was going to say missed, but you apparently dislike that word in the language which I am currently using). Also, what you are seeking to achieve would more accurately be modeled in the existing system of roll vs AC if heavier armor also gave a form of DR, and if all armor turned attacks into fatigue points - where only a small fraction of actual damage is considered
real damage that actually bleeds and hurts you. Also, it interferes with how contact poison works.
Now, at any time you would like to address these SEVERAL major mechanics in relation to the "snowflake" ability to hit on a miss - go right ahead.
(And just so we're clear, I'm talking about he rule as it is right now, not the modified one you are trying to suggest. I have a modification too - don't hit on a miss but instead give some other benefit on a hit.)
(emphases added)
If I count correctly, you make variations on the same claim nine times: the fighter's player doesn't need to roll to hit (5 times), or can somehow roll a zero on damage dice (once), and, within the dramatic world, could be "snapping his fingers" (twice) "with zero effort" (once).
Cool. I didn't realize that I said each of those things so many times.......
[sarcasm]That really turns me around on this conversation.[/sarcasm]
Each of these claims is false (mistaken, as I see it) based on what is stated in the rules of the testpack.
I can understand why you think so. I'll go out on a limb and predict that Mistwell is going to say that I am supposed to have you read my mind for what is going to follow.
With that said, I guess I'll answer each of these in turn.
* In order to "miss", the fighter's player does need to make an attack roll (and so be in combat and choosing to make an attack roll as her action) -- How to play, p. 19 "Attack basics".
I understand that. What I am saying is that he doesn't need to roll - because no matter what the roll result is he kills the villager. If the fighter rolls a 20 he kills the villager. If he rolls a 1 he kills the villager. He doesn't need to roll. He still needs to "attack" but he doesn't need to roll.
* damage dice are only rolled on a hit, and zero is not a result that ever arises -- How to play, p. 20 "damage rolls"
He doesn't need to roll damage. If the villager has 3 HP and the fighter can do 4-25k damage, he doesn't need to roll damage. This means that even if he could roll 0 on damage dice (which as far as I know - by itself - is impossible) he would kill the villager.
* to gain the benefit described as a first-level character (others can get it at higher levels), the character needs to be a fighter who has chosen one of five fighting styles (Classes, p. 25), and the character needs to "miss a target with a melee weapon which you are wielding with two hands". There are therefore a number of conditions that need to be met, and snapping fingers , even one handed, would mean that they are not being met.
Alright, this one is fair - except you again miss the point I am making. I'm not suggesting that the fighter can (or should be able to) snap his fingers and get this effect to occur. However, my issue is that he deals 3 damage to the villager based upon his strength. As such it doesn't matter what the weapon damage is dealing - at all. He may as well snap his fingers, or whistle, or dance around. So long as he "attacks" he automatically kills the villager because he is just
so strong.
* indeed the rules do describe circumstances which are "so easy, so free of stress or conflict...that there should be no chance of failure" (DM Guidelines, p. 1) in which rolls are not needed -- which may be taken to include your "zero effort". Since a melee attack roll is needed, this by definition isn't one of those circumstances, and the specific rule provides a unique case in which the "chance of failure" to roll a weapon's damage die, modified, etc., does damage to the target in any case.
Right, but when a 1 means he still does this - he doesn't need to roll. His zero effort means that as long as he gets to attack the villager - even while blindfolded - he kills that villager. Without any effort. He doesn't need to roll an attack. He doesn't need to roll damage. He could have disadvantage on his rolls. The villager could be wearing full plate. He could be the most dextrous guy in the world (really high AC). And still the fighter kills him with zero effort - not needing to roll, because on a 1 on every die he kills the guy. The rogue sure as hell doesn't do that. He still needs to sneak attack, or poison, or position, or whatever.
* snapping isn't "improvising an action" either: a DM may allow you to snap fingers while wielding a two-handed weapon, etc. (How to play, p. 19), but the damage will be done by the attack.
See above for snapping.
* I get that people's understanding of what hit points represent varies, so again, let's read what's been given to us (How to play, p. 22): "Hit points represent a combination of physical and mental durability, the will to live, and luck. Hit points are an abstraction..." Of the four things here, only one of them (physical durability) pertains to the circumstances you describe, as I see it, leaving the other three that could be represented by the damage that is being done to your hypothetical villagers.
How does poison interact with a wound? I don't mean in this situation. I mean in general, contact poison on a blade hits a target. Is it a wound then? Does it get into the target's bloodstream and start to harm him (ignoring the fortitude/constitution save for the moment)? These are the kinds of situations where HP are certainly NOT an abstraction to me. I consider EVERY HIT to be meat. Always have. There are some, very few, situations where it might be something else but those are not the normal. At the very least, this ability screws around with how HP work. And how AC works. And how armor and DR work. I get that those things are "an abstraction". But my point and issue is that this goes "those things don't make sense, I know, let's make it worse" when they should instead of trying to make it better or at least not draw attention to the issue.
Ok, with your gun analogy, are you then saying you can't learn anything from your miss? Adjust your next shot based on factors that made you miss the first time? Are you saying that a "miss" in D&D must be "utter and total failure that cannot be learned from" for you to be happy with it?
Edit: Changed to ask about your thoughts instead of assigning.
Sure, maybe you do study the attack, somehow increasing the bonus to the attack roll next time. Maybe you don't. Maybe you just unload the clip. I don't see any reason why you should automatically get a bonus (to damage wasn't it? it's been a while ago in these responses and I forget the specifics) to hit the next time - just because you failed?? You failed, next time you may not. You failed, next time you may do something different. Not "you failed, therefore next time you are better." You may be, but failing shouldn't (by itself) be the thing that makes you better - learning from the failure should be.
Roughly half the things I listed can be done to avoid taking his strength damage. Things like mirror image, for example, or the pit he's standing on triggering if he steps on it to get next to me. Here's another one: I ready an action to move my speed if the fighter stands next to me and tries to hit me. Here's another one: I ready an action to cast a wall between us (illusionary one or a real one) if he steps next to me. See, it's really not that hard to do something to avoid taking the damage.
Sigh (again). Mirror image is still a spell isn't it? A pit? Where did you pull that out? Readying an action to move away. Casting an illusory wall (or real one).
Okay, two of those are magic (right?) which I covered already as "magic". The next one requires literally moving out of the melee/five foot away range - which bypasses/ignores the question instead of ANSWERING IT. The last one is to use a triggered trap... somehow. None of these are things that can be done that actually address the issue of the ability. They are things to avoid being in the situation. They are also the same things that can be done to avoid ANY attack by anyone. They are nothing to avoid this specific ability, which essentially means that if you are in melee with the fighter you are dead.
Now, let me look at the original examples you gave.
Of course you do. Don't get in the fighter's melee range. It's a pretty common tactic, and abilities like cunning action and flight and burrowing and swimming and pit traps are just for such situations. Also, mirror image, and other illusion spells, deals with it pretty well, as does anything that denies the fighter the ability to target you, like full cover. Lots of things deal with it. It's really common to deal with situations where you don't want something to get a melee attack off against you.
Don't be in the melee range? Yeah, excellent solution to "being in the melee range and living".
Flight? Okay, how are you getting that sans-magic?
Pit traps, mirror image, and illusion spells (again - obviously, see above).
Tovec said:
You gave me a list of places they could be, but not things they could DO to avoid it.
I gave you both.
No, you didn't give me things they can do. You said traps and magic. Magic being of course the answer to all problems, is not an answer to this one. And none of what you have given me helps the villager (including cunning action).
Much of what I said was not magic. You just chose to ignore the list and then pretend it was all some sort of magical hand-waive. Again, poor form.
Of the list given this time, two were magic, one was a pit trap, one ignored the situation entirely. That is hardly "much" non-magic.
Cool. Problem solved - he needs to make an attack roll to use the ability. And to make the attack roll, he must be able to target. And that targeting is nixed by a large variety of things.
As apparently you are not reading anything not replied to you - go see the responses I gave to Kobold Stew's much better arguments against all this.
Cool. Then you have no problem because he has to roll.
No he doesn't! Again, see my responses to KS.
The result is identical with or without the ability to do damage on a miss, however. Which is one reason your example is flawed. If the ability has no impact on the results, why does it bother you, and why is it an "accurate" example?
Actually it does have impact. It has impact on how many he kills before he is put down. I say put down, because obviously you can't allow creatures that can do something like this to realistically live in-universe. But it does matter HOW he kills the villagers. It speaks to how balanced (for lack of a better word) an ability is.
But beyond that, why not let the fighter have this on a larger scale. Give him an ability that says he "autokills" anyone he gets in melee with. He can choose not to of course, saving allies and prisoners, but anyone else he gets into melee with - on the fighter's turn they die - just fall over dead. The enemy may get a good swing or two in, especially if they pile up, but they're going to die as long as they are in melee. This works, by your logic, because the fighter was going to kill them anyway so no big deal. Right? Doesn't matter so long as the end result is the same?
The same exact result happens with, or without, the ability. Your example doesn't get to break all the rules of the game. The fighter gets one attack on his turn, and then 19 other people get one attack on their turn.
He is the only one who gets to do all of that without needing to succeed on a d20 roll. Going back to the 3e bits I gave before - even the wizard should be rolling a d20 to hit the square at the center of the room - the fighter doesn't need to. He always hits the square, he doesn't even have a 1 in 20 chance of not doing it.
Well I am so glad you gave the villagers a turn finally, even if they only get a turn in your world if the character is a wizard.
I gave the villagers a turn, as you describe it, because the wizard only has 1 fireball spell. The fighter can do what he is doing, killing anyone who gets into melee with him, ALL DAY LONG - as long as he still has HP.
He does need to roll. He needs to roll, and miss, to trigger the ability. It takes his turn. That's it. The wizard needs to roll for some spells as well, but still does damage whether or not he hits or misses, also.
I don't know about all spells in 5e (or even most I daresay) but in 3e only reflex saves saved for half. Fortitude saves saved for zero (usually). Same went for will saves (save to negate). So, no wizards didn't do the same thing. Also, this ability for the fighter isn't a global (area of effect) ability. It doesn't hit all space in all squares. If it did I wouldn't have this objection (I'd likely have others but not
this one). If he wants to have an area of effect type effect .... then it should affect an area. If he wants to have a poison type effect (requiring a fort/con save) then he should use poison. Fireballs and swords are not the same thing.
Tovec said:
100 out of 100 times he kills you - first round, without a weapon, naked, blindfolded.
Except if one of the many defenses I mentioned is used, in which case most of the time the fighter fails to kill. Is it really that hard to imagine "Gack, rampaging fighter! I ready an action to flee max speed if he steps next to me looking to hit me!"?
You tried to address the "blindfolded, naked, without a weapon" parts, but didn't touch the 100/100 first round bits. As I said (and you ignored, funny that) a rogue fails to hit (assuming he has the best 'to hit' in the world) 1 in 20. The fighter fails to hit... NEVER. He fails to do damage... NEVER. He fails to kill the villager on the first round..... NEVER.
Start addressing the "Nevers" if you please.