I think I understand your point better. That could be divine agency. The healer wants to heal (organic behavior). The result is up to the gods (how much healing occurs). And/or since the healing is subjective and abstract, the healer doesn't necessarily know much the commoner or hero is healed. That's why in my games, the recipient of the healing implicitly or explicitly asks for healing. All of the above can lead to naturalistic behavior. Therefore, still not comparable to damage on a miss for me.
On the "knowing how much the target is healed", this is why I initially invited [MENTION=95493]Tovec[/MENTION] to tell me how each target looks after receiving healing. Presumably the difference between 1 hp of dying and 99 hp out of 100 is visible to the trained eye?
If not, then what exactly is going on when someone "hits" and causes a (say) 50 hp critter to take 15 hp of damage?
On the divine agency thing, so the gods have mandated that high level characters shall take longer to heal, or require more clerical juice, than lower level characters? Because?
(I should add, there is a simple solution to all this, which 4e implements. Proportionate healing.)
the primary playstyle that has problems with damage-on-a-miss is not the one that's popping out for the entire duration of combat.
But you only have to "pop out" for the resolution of the attack. Then you re-immerse for things like resolving your movement, your conversation with allies, your observation of the battlefield, etc.
if fictional cohesiveness is maintained like blinking, then blinking only occasionally is ideal if you prefer to be in-character such that you only go into metagame mode between those half-second blinks.
OK, so the difference from healing is that it only comes up intermittently?
I care only about the believability (and other problems) of damage-on-a-miss when combat is not 'popped out' for the entire duration. If that's not the conversation we're having, then let's not continue.
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you've read all the people who described that it was not believable. If a person doesn't feel that GWF leads to believable behavior, then it's not empowering the player in that context. No matter what you state about it.
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I know you didn't call this partner unreasonable or anything like that, but now you're saying you don't understand her preferences?
I understand the preferences, in the sense that I know they are there, and I believe that they are grounded mostly in habit and familiarity. I find it frustrating when they are presented as if they were some sort of last word on what counts as good or bad in RPG play.
On that, preumably you've read all the people saying that my game doesn't make sense, and I don't care about believability/sensibleness/cohesion/verismilitude. Also that I hate D&D. This is primarily what I'm objecting to.
I don't care what people do or don't like. I do care about them taking potshots at my playstyle, and telling me that it is "only commonsense" that I should have my preference relegated to a quarantined module. My point is that damage-on-a-miss can be part of a believable, verisimilitudinous, D&D-loving RPG experience. And that those who dislike it don't have some sort of monopoly on being "genuine" D&D players.
I also find it somewhat ironic that I, who am supposedly the hater and the one departing from tradition, am the one who doesn't actually hate (or at best tolerate) the mechanics, and who therefore doesn't have to "pop in" and "pop out" of immersion in order to play the game (at least, 4e) in accordance with its rules.