I reject the notion of 'damage on a miss' as an absolute concept because it only makes sense in some situations.
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saying, "Regardless of how hard it is to connect with the target, you still manage to do tissue damage.", is not something I can accept.
there are two ways to defend against an attack. You can either block it, or you can simply evade it
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if we apply the mechanic, "The attack does damage on a miss", it forces the color. In order to explain the mechanic, we must use the color that the attack found its mark and was only partially blocked.
D'karr has the answer here. It has never been part of D&D that hit point loss is nothing but tissue damage - it has always been possible to lose hp to fatigue and exhaustion, for instance. And evading an attack can certainly be fatiguing.I don't mind damage on a "miss", at all. It can serve to illustrate the normal "fatigue" incurred during combat
There are people who are OK with disassociated mechanics. But these people don't actually need disassociated mechanics, they are fine with either associated or disassociated.
And there are people who are NOT OK with disassociated mechanics. The weaker the association, the more people dislike the game.
An intelligent designer should immediately understand that associated mechanics are better, because they don't alienate anybody, while disassociated mechanics always alienate someone and should be avoided.
Are you actually asserting that there are no people for whom the absence of process simulation mechanics (what you are calling "associated" mechanics) is a selling point in an RPG?Disassociated mechanics (or week, poor associations) really spoil the fun of a lot of people, while associated mechanics do not spoil anyone's fun.
This is just bizarre.This is a trick to be aware of: you loved it because it boosted your PC. It's like extra sugar in your donut, you love it when you eat it, one day you'll wake up with diabetes. It's a cheap trick by RPG designers to make characters appear ever slightly more powerful than before. It's understandable, they have to market every edition or revision as "better" than before, and power creep gives you the illusion by mixing up "better game" with "more powerful characters".
D'karr has the answer here. It has never been part of D&D that hit point loss is nothing but tissue damage...
- it has always been possible to lose hp to fatigue and exhaustion, for instance. And evading an attack can certainly be fatiguing.
There are RPGs in which casters can fail to cast their spells. D&D has never been one of them - casting success is automatic.
What tissue do you think was being damaged when someone lost hp due to psionic attack? Or even Phantasmal Killer?I've got the 1e DMG. I can quote the relevant text. I'm familiar with 1e mechanics. I believe you are wrong.
If you go that way - and I do not think that's the most natural reading of the hunger and thirst rules in the WSG - then evading an attack could certainly cause a torn muscle.To the extent that I accept that it is possible to lose h.p. to fatigue and exhaustion, it has never been the case that hit points lost to fatigue and exhaustion are both the ordinary hit points that track wounds (instead of say non-lethal damage) AND also represent mere ordinary fatigue in the sense of being 'out of breath'. When a player takes actual damage from fatigue and exhaustion, such as on a forced march, it is not at all clear to me that the reason for the loss of hit points - above and beyond a mere 'fatigued' condition - is not actual tissue damage - blistered feet, bleeding sores, torn muscles, etc.
A spell could fail if interrupted. There were no rules for it failing due to the caster sneezing (unless the sneeze was caused by a magical effect).This is not true. AD&D 1e had a variety of rules for spell failure, they were just generally ignored.
Are you actually asserting that there are no people for whom the absence of process simulation mechanics (what you are calling "associated" mechanics) is a selling point in an RPG?
From WotC's point of view, I would have thought they would want to retain at least some of that pool of 4e players who are likely to migrate to 13th Age (which takes "dealing damage on a miss" and dials it up to 11).
Damage on a miss is no different from any of these.
Damage on a miss is "associated with the narrative". The narrative is that this fighter is so unrelenting that every round of combat with him/her wears an opponent down.I simply meant that it's hard to believe that there are people who actively do not want mechanics associated in general with narrative.
Presumably whatever caused Neo's mouth to bleed, "Your mind makes it real."What tissue do you think was being damaged when someone lost hp due to psionic attack? Or even Phantasmal Killer?
Oh, how so? How is it that you get the torn muscle damage.. equal to 3 every time the fighter swings and misses.If you go that way - and I do not think that's the most natural reading of the hunger and thirst rules in the WSG - then evading an attack could certainly cause a torn muscle.
Speak for yourself. It makes perfect sense to me. As per my post 146, "this fighter is so unrelenting that every round of combat with him/her wears an opponent down".you are just making up rationalizations for something that doesn't currently make sense by the existing rules and mechanics of the game
Damage on a miss is "associated with the narrative". The narrative is that this fighter is so unrelenting that every round of combat with him/her wears an opponent down.
I'm not denying that it is unimportant for you. My point is that you have claimed that there are no players who prioritise being able to play an unrelenting fighter over process simulation in mechanics. I don't think that is true - for instance, I regard myself as a counterexample.The fact that this is subjective doesn't make it unimportant.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.