I'm guessing that "1d6 plus your Strength modifier" was meant.
You will need a similar mechanic to replace damage on a miss for saves in reference to any ability or spell that allows it.
Or you can just say spell attacks and splash weapon attacks are different than slashing, piercing, and bludgeoning weapon attacks.
*eye twitches* That's what I/we have been saying for months! It is you/your side that seems to forget this when talking about things like evasion and how saves work.
If the argument is that Evasion is also a bad ability, then we agree. There should be better ways of adjudicating it. But having one bad ability does not justify having a worse one. Especially since THEY ARE NOT THE SAME THING. That's my only point.The evasion ability makes no sense, with or without the melee issue. It's nonsense that a 2nd level rogue can dodge a spell fully even under horrible conditions, but the more dexterious 20th level PC who happens to not be a rogue cannot dodge the same attack even under far superior circumstances. Unless the ability is magic, it's not modelling any physics I know of - it's just a hand-waive type ability. And so if people are able to wrap their mind around that kind of "mundane" ability in the game, I was not sure why they had trouble with the melee damage-on-a-miss issue, since it's to me the same sort of hand-waive type issue as evasion.
Damage on a Miss is just a dull compensation for doing nothing interesting in the first place. Just replace the fighter class entirely with a soul/ki/ninjitsu/awesome powered warrior who can shoot waves of energy with his sword and short range teleport and stuff like that.
This I would be fine with, since in 3.5 era it was called a psi warrior and was NOT using mundane means. But DOAM doesn't work this way and isn't labeled this thing and so I have a problem. "It is so brutal that.." fails for me and others because the fighter isn't a psychic warrior, he is a mundane one.