Strap in, it's going to be a long one. If you don't want to read it all, and I know some of you don't like to, that's entirely up to you. (EDIT: Huh, not as long as I thought it was going to be, good job on the cutting down if I do say so myself.)
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And my point is that if you can accept that sort of mundane hand-waive type ability, then why freak out, to this degree, over a different mundane hand-waive ability likely to appear in fewer games than evasion did?
I can accept that psi warriors use psionic abilities ... and that mundane fighters use mundane means. I'm confused what you were aiming for here. Mostly I'm saying that unless the reasoning is that they are mind-wizards I don't buy damage on a miss.
And evasion came up more than this ability is likely to come up. What party had nobody with evasion? And yet, as only one of five different choices for three fighter-type classes, it's quite possible to have many parties with nobody that has this ability.
Evasion does not come up more than this comes up. This ability comes up every combat, evasion comes up if the rogue makes a save. And oh yeah.. only if they MAKE the save. Also, I already agreed evasion is a little broken. I've seen several ways to mitigate it, I'm not really looking to discuss it further but that problem has been solved.. unlike DOAM. Also..
Although, to be fair Mistwell, in a game where a fighter has this, it will come up every combat encounter which is far more than evasion ever will.
This.
For the record, the evasion ability doesn't always work so it's not as crazy as people make it out to be.
And this.
If you really are saying that you cannot see any difference between a grenade and a bullet then there is little to discuss.
Also this.
And why I'm really not interested in continuing to have the same conversation with you over and over about this @
Mistwell
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I don't get why Attack on a Miss is not a suitable replacement for Damage on a miss.
I don't see why we are rewarding failure. It is as if rogues got the secondary effect of improved evasion (but without the "evasion part they already had") and took half damage on every single reflex save, success or failure. Why is it necessary? I'll get to what you say more about this later.
Generally wasting an attack to do something that isn't an attack is a waste because that's a turn you're not doing damage to them. At low level, the best "tactic" is to make the enemy dead as fast as possible, and the best way to do this is to spend turns just hitting them with attacks over and over again.
Or in the case of kobolds, goblins, basically any "canon fodder" type lowbie creatures.. the best way to do this is by MISSING over and over again. Kills them just as fast as hitting apparently.
Well you do need to understand why something exist in order to replace it.
I think that what is getting lost here is that you also need to understand why it doesn't work in order to replace it.
You have a problem with the frequency of misses. This ability does not solve that, it just gives you freebie points for trying. Those freebie points also happen to have the added effect of breaking soo many people's suspension of disbelief. In addition, as I said earlier, I don't believe in rewarding the failure. I don't see why they should get better next round for missing this round. A long time ago (in one of the many past threads) I said that if it was a concentrated attack of some kind, where they steadied and readied an attack and it went wrong (thinking of something like a precise arrow shot or something) then I could understand giving them a bonus to the attack for next time. Heavy weapons kind of work the other way, they are unwieldy.
Now, I'm not opposed to making fighters better on the front end so they miss less often, but DOAM and all solutions I've seen thus far DO NOT boost their attack to avoid missing more often. (I may have missed one or two, so if it has been proposed direct me to it.) My ideal solution is to stop DOAM'ing and give them a better bonus to attack, in-line with the
king of all combatants. Failing that, if they want to use the description already in the playtest packet (about an
attack so brutal) then rewrite the ability so it DOES THAT. Have it bypass DR in some fashion. But the major problem is they are playing around with the ambiguity of the armor as AC (instead of as DR, as it should be for this ability) and it breaks my mind and makes the game less fun by simply existing. Even the solutions I've seen here that I dislike (like the aura) do this less than the way WotC has chosen to screw around with AC in their own system.[/quote][/sblock]
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Manbearcat Just a small thing. If you had a point you should probably tell me what it is with words. Because as of right now I don't know what you are saying. Or particularly care, except that you quoted me.