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*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="Tovec" data-source="post: 6206182" data-attributes="member: 95493"><p>Strap yourself in this is going to be a long one.</p><p></p><p></p><p>I'll read those later, but that is why I asked as opposed to directly stated that this <em>might be</em> a stormwind fallacy. I'll read them and get back to you.</p><p></p><p></p><p>Am I opposed to getting a bonus on the next hit because you missed this time? Yes.</p><p></p><p>I would similarly be pissed if you insta-killed (or added more damage) to a gun shot because you missed the previous time. You miss = fail to hit = do no damage.</p><p></p><p></p><p>Linguistically?</p><p></p><p><a href="http://www.thefreedictionary.com/hit" target="_blank">http://www.thefreedictionary.com/hit</a></p><p>Defined as "To come into contact with forcefully; strike." (First line.)</p><p></p><p><a href="http://www.thefreedictionary.com/miss" target="_blank">http://www.thefreedictionary.com/miss</a></p><p>Defined as "To fail to hit, reach, catch, meet, or otherwise make contact with." (Again first line.)</p><p></p><p></p><p></p><p>NO THEY DON'T. Hitting <em>softly</em> hurts less. Missing doesn't hurt at all, because you missed. Planes that fail to collide are called near misses. They do NOT collide. They have zero HITS. Thus, they do not damage one another via collision - not even softly.</p><p></p><p></p><p>Also, it shouldn't work at all. You forgot that condition.</p><p></p><p></p><p>Miss is a solid shorthand for failed attack rolls. You failed the attack roll. Now roll zero damage - because you failed.</p><p></p><p></p><p>Area of effect. Meaning, it HITS all the squares in the area. It isn't aiming to hit your torso, head, arm, leg, or any part of a single person's body. It is aiming to hit the square. Technically in the 3e days you had to roll to hit that square. After you do hit the square everyone in the affected area need to roll to save - to take less damage as they are stuck in the area.</p><p></p><p>Example:</p><p>I can shoot a gun at you. I may HIT and succeed at placing a bullet in you. I may MISS and fail to put a bullet in you. I may "crit succeed" and shoot you in a vital organ.</p><p>Or I can throw a grenade at you. If I can hit the square, the physical place you are standing, then I succeed in blowing up the grenade in that square. Your chance for NOT taking damage is to be lucky and succeed on a save. If you are unlucky you take the full brunt of the effect. There is no situation (where you don't have cover or something) where you take zero damage from me lobbing a grenade.</p><p></p><p>Now, two handed swords, like all melee weapons and all ranged weapons, require a roll to HIT a person. When they do you can start to roll damage to see how badly someone is hit.</p><p>Fireballs/dragon's breath do not require a hit. You take damage for being in the area, even if it is only half damage - from it hitting behind you or something.</p><p></p><p>That is how they are different. Can we drop the "but fireballs/dragon's fire" gag now?</p><p></p><p></p><p>Which is represented ALREADY by two different mechanics, both of which relate to the armor the person is wearing. The first is bonus to AC (DnD's typical method) to say that if you are wearing better armor, you are harder to vitally hit. And if you are wearing leather that you are still going to take damage from a similar (attack roll) attack whereas the guy in full plate won't.</p><p></p><p>The second of course is damage reduction, which IMO more closely approximates this relation. But it is one that DnD has historically shied away from using. As such all resolution of attack vs. armor is done with a single roll vs. AC. This model of "yeah, but so strong you still do damage on a MISS" doesn't reflect the one roll to hit history or model that DnD uses.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6206182, member: 95493"] Strap yourself in this is going to be a long one. I'll read those later, but that is why I asked as opposed to directly stated that this [I]might be[/I] a stormwind fallacy. I'll read them and get back to you. Am I opposed to getting a bonus on the next hit because you missed this time? Yes. I would similarly be pissed if you insta-killed (or added more damage) to a gun shot because you missed the previous time. You miss = fail to hit = do no damage. Linguistically? [URL]http://www.thefreedictionary.com/hit[/URL] Defined as "To come into contact with forcefully; strike." (First line.) [URL]http://www.thefreedictionary.com/miss[/URL] Defined as "To fail to hit, reach, catch, meet, or otherwise make contact with." (Again first line.) NO THEY DON'T. Hitting [i]softly[/i] hurts less. Missing doesn't hurt at all, because you missed. Planes that fail to collide are called near misses. They do NOT collide. They have zero HITS. Thus, they do not damage one another via collision - not even softly. Also, it shouldn't work at all. You forgot that condition. Miss is a solid shorthand for failed attack rolls. You failed the attack roll. Now roll zero damage - because you failed. Area of effect. Meaning, it HITS all the squares in the area. It isn't aiming to hit your torso, head, arm, leg, or any part of a single person's body. It is aiming to hit the square. Technically in the 3e days you had to roll to hit that square. After you do hit the square everyone in the affected area need to roll to save - to take less damage as they are stuck in the area. Example: I can shoot a gun at you. I may HIT and succeed at placing a bullet in you. I may MISS and fail to put a bullet in you. I may "crit succeed" and shoot you in a vital organ. Or I can throw a grenade at you. If I can hit the square, the physical place you are standing, then I succeed in blowing up the grenade in that square. Your chance for NOT taking damage is to be lucky and succeed on a save. If you are unlucky you take the full brunt of the effect. There is no situation (where you don't have cover or something) where you take zero damage from me lobbing a grenade. Now, two handed swords, like all melee weapons and all ranged weapons, require a roll to HIT a person. When they do you can start to roll damage to see how badly someone is hit. Fireballs/dragon's breath do not require a hit. You take damage for being in the area, even if it is only half damage - from it hitting behind you or something. That is how they are different. Can we drop the "but fireballs/dragon's fire" gag now? Which is represented ALREADY by two different mechanics, both of which relate to the armor the person is wearing. The first is bonus to AC (DnD's typical method) to say that if you are wearing better armor, you are harder to vitally hit. And if you are wearing leather that you are still going to take damage from a similar (attack roll) attack whereas the guy in full plate won't. The second of course is damage reduction, which IMO more closely approximates this relation. But it is one that DnD has historically shied away from using. As such all resolution of attack vs. armor is done with a single roll vs. AC. This model of "yeah, but so strong you still do damage on a MISS" doesn't reflect the one roll to hit history or model that DnD uses. [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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