Tovec said:
Except there is no reason why the fighter would have these difficulties. And yet it would make more sense that he would tire out by wielding a greatsword than an immortal pixie would by moving a few inches out of the way.u
On the contrary, there's a whole host of "realistic" reasons why the fighter would have these difficulties...D&D just doesn't attempt to include those in the narrative or address them mechanically.
Let me amend:
"Except there is no reason why,
in established mechanics, the fighter would have these difficulties. And yet it would make more sense...."
Now, just so I'm as clear as I can be. I'm perfectly willing to accept upfront without qualification that "damage on a miss" is just the final straw the broke the camel's back for some folks...or that they just don't like it...or whatever.
<snip>
If you're trying to tell me that the traditional D&D combat system was made of consistency rainbows and coherent unicorns up until that horrid "damage on a miss" thing showed up...well, then I disagree.
What I've been showing for the past 14 pages (in my settings it is 14
now, for others it is 28 or something, right?) is that it isn't just a bad feeling we get. That is the beginning but there are reasons for this bad feeling. The mechanic itself has multiple reasons why it annoys me(us) beyond "I don't like it." These comments make me think that you think it is a last straw. It isn't. It is
another straw. It doesn't make sense (as you seem to at least partially agree) and yet pemerton doesn't see it - which does confound me a little.
And when did I say anything about rainbows and unicorns?
I think that
is a (potential) problem. The easy fix is to make it like 13th Age where (almost) everybody gets miss damage.

Another easy fix is to remove the "to hit" roll and just go straight to damage (likely with multiple dice.)
And if everyone got damage on a miss that would be another thing (or game system in this case) entirely. But in DnD you don't get damage on a miss. If you did that would undoubtedly raise other concerns as it completely rearranges the math of the system but I'm not versed well enough in that topic.
No, what I can tell you is no one else is getting damage on a miss. Not even the rogue is getting damage on a miss. The rogue, once per rest, is able to turn a hit that is otherwise a miss into a hit. But that is
not the same thing.
And I would no longer have the current objections I do if everyone had damage on a miss. I couldn't. Simply, one my objections is that it is inconsistent - if everyone had it then it becomes consistent.
I don't get this. Nothing about the current fighter ability bypasses DR.
I don't get this either. Ace in the Hole is not conditional. The player, having rolled a miss, gets to declare it as a hit.
I don't really understand what difference being 20th level makes, except perhaps that it will turn up much less in actual play.
I also don't see how limited use helps. It just gives rise to the issue of "martial dailies". (In a sense, of course, the great weapon ability is limited use too: the player can only use it when an attack is rolled, and the rolling of attacks is rationed via the game's action economy.)
I can't see any difference, for the reason that I'll now explain.
"If your attack misses, you can turn it into a hit" = even though I missed, I get to roll my damage dice and inflict that damage on the target.
"When you miss a target with a melee weapon, the target still takes damage" = even though I missed, I get to infict damage on the target (though less damage than if I got to roll my damage dice).
The implication of what you say, and of your seeing of a difference, seems to be that if the great weapon ability read "When you miss a target with a two-handed melee weapon, you can turn that attack into a weak hit that deals damage equal to your STR modifier" then it would be less offensive too you. If that's the case, then by all means let's have WotC rewrite it like that! Cause I don't care - as I've said I can't see any difference.
pemerton said:
In the context of D&Dnext, it has to be something distinctive about a great weapon fighter, because they're the ones who get damage on a miss. (Well, also the 20th level rogue via Ace in the Hole, but for whatever reason no one seems to care so much about that one.)
You commented that, "No one seems to care so much about that one." I gave reasons why we don't care. You are now picking apart (poorly) THAT ability? Sigh. Is that the reason you asked to begin with?
That it is 20th level means it is going to see less play. It means it is balanced against things that other 20th level characters can do. If the fighter got this ability at 20th it would be FAR less game breaking. Even if it was AS IS at 20th level it would be less game breaking. Consider that my background is 3e, in that edition at 20th level the fighter could probably use an ability similar to this. Though again I would probably extend it to all fighters if any of them got it but that is really REALLY besides the point.
At 20th level a barbarian gets "death-defying rage" which makes them far heartier and harder to kill. There are less complaints about it (if any at all - do we care about that one at all?) because it is at 20th level. Some would likely find it game breaking if it were given to a barbarian at first level - compounded by if it were given only to one type of barbarian at that level.
A 20 level monk gets 1 ki per turn at the start of their turn. That is a lot and rather quickly. At 1st level it would be broken.
Now, this ability, which is broken for OTHER reasons as well, is available at 1st level. If it were available at 20th level it is
possible that people may have not seen it before it went to print and may not have cared even if they did. (And I know we are talking about this due to the article, but that is because someone asked in the first place for it to show up.)
And yes it matters how it is phrased. Every ruleslawyer is going to tell you that. Everyone trying to counter a ruleslawyer will tell you that too.
An ability that turns that 1 into another roll or outcome is not the same as one that gives a different result on a failure. One can still be defeated, essentially the rogue can still NOT hit. But even when they do hit (either naturally or turning their miss into a hit via AitH/GWF) it has certain implications. A hit can cause poison to go through for example. A miss does not. A hit has certain implications how that works in the game world and as far as the characters understand it.
And finally, limited times and situations per day is KEY. The rogue has to rest (short or long) before he can do this again. He isn't able to turn EVERY miss into a hit. He can do it sometimes, because he has an ace in the hole. But he can't do it with every hit. The rogue can still MISS. In fact he would on every attack EXCEPT the first time he uses Ace in the Hole. Which is very different than "impossible to miss" 2h fighter.
And yeah, that was all first blush and you asked for reasons why we cared less. I gave you those reasons. I am not now going to argue the validity of Ace in the Hole. I'm sure there are other benefits and problems with it. That isn't the topic here. But sufficit to say (as I said last time) ALL those restrictions for this fighter ability would mean we aren't having this conversation. At the very least I would like the 20th level one, because then I'll likely never see it in play.