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General Tabletop Discussion
*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="tomtill" data-source="post: 6205335" data-attributes="member: 37444"><p>Not only is it sound, it is versatile and quick. The simulationist in me likes the idea of separate tracks for fatigue, luck, health and the rest, but in practice separate tracks prove cumbersome. My players just aren't that interested.</p><p></p><p>So HP ends up wearing lots of hats. For example, the exhaustion track reduces your max hp and eventually kills you, without ever causing "damage". You remain at your max hp...that number just declines to 0.</p><p></p><p>I don't mind. It is quite possible to die from exhaustion.</p><p></p><p>It is, however, impossible in DnD to die when a big burly man smacks you with a massive two handed sword or greataxe. At least not the first time, not after the first few character levels.</p><p></p><p>Now, we all know that a 3-5 lb slab of sharpened metal descending upon virtually any part of a human body will most likely kill that person from shock, massive blood loss or organ failure (unless they receive prompt medical attention). At the very least, such a massive wound would cause disadvantage.</p><p></p><p>In other words, not even a critical hit in DnD represents a realistic solid blow from a great weapon. Or at least, not until hit points are whittled down enough that the next blow, no matter how tiny, takes the victim down to 0 or below.</p><p></p><p>This has been true from the first iteration of DnD to this Next.</p><p></p><p>So, the concern over "damage on a miss" seems a little disproportionate to me.</p><p></p><p>If a big man skilled with a great weapon comes chasing after you with murderous intent, delivering great sweeping blows with a large heavy weapon, it really doesn't matter if you let your armor "absorb" it (crushing your body), or deflect it with your shield (numbing your shield arm), or dramatically maneuver to stay out of harm's way (exhausting your luck and stamina). It's going to be draining. Of hit points.</p><p></p><p>Having this be represented as Str modifier damage on a miss seems OK to me. </p><p></p><p>And of course, it's a melee attack, so of course the normal requirements for making a melee attack still apply. A miss cannot happen if the "attack" does not occur.</p></blockquote><p></p>
[QUOTE="tomtill, post: 6205335, member: 37444"] Not only is it sound, it is versatile and quick. The simulationist in me likes the idea of separate tracks for fatigue, luck, health and the rest, but in practice separate tracks prove cumbersome. My players just aren't that interested. So HP ends up wearing lots of hats. For example, the exhaustion track reduces your max hp and eventually kills you, without ever causing "damage". You remain at your max hp...that number just declines to 0. I don't mind. It is quite possible to die from exhaustion. It is, however, impossible in DnD to die when a big burly man smacks you with a massive two handed sword or greataxe. At least not the first time, not after the first few character levels. Now, we all know that a 3-5 lb slab of sharpened metal descending upon virtually any part of a human body will most likely kill that person from shock, massive blood loss or organ failure (unless they receive prompt medical attention). At the very least, such a massive wound would cause disadvantage. In other words, not even a critical hit in DnD represents a realistic solid blow from a great weapon. Or at least, not until hit points are whittled down enough that the next blow, no matter how tiny, takes the victim down to 0 or below. This has been true from the first iteration of DnD to this Next. So, the concern over "damage on a miss" seems a little disproportionate to me. If a big man skilled with a great weapon comes chasing after you with murderous intent, delivering great sweeping blows with a large heavy weapon, it really doesn't matter if you let your armor "absorb" it (crushing your body), or deflect it with your shield (numbing your shield arm), or dramatically maneuver to stay out of harm's way (exhausting your luck and stamina). It's going to be draining. Of hit points. Having this be represented as Str modifier damage on a miss seems OK to me. And of course, it's a melee attack, so of course the normal requirements for making a melee attack still apply. A miss cannot happen if the "attack" does not occur. [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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