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General Tabletop Discussion
*Dungeons & Dragons
Replacing Damage-On-A-Miss
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<blockquote data-quote="Mistwell" data-source="post: 6266163" data-attributes="member: 2525"><p>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.</p><p></p><p>As for the main argument of whether we'd need to change spells if we change the melee type, I don't think we do. Changing the melee type is not my personal preference, but I certainly understand the position that it should be changed, and feel it makes some sense (most of my players don't like it either). I just think damage on a miss with a melee weapon also makes sense (to me). For me, it's just a matter of preference - and a mild preference at that. </p><p></p><p>But I don't think you'd need to go changing half-damage spells if you change the melee version. The game doesn't require them to behave the same way.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6266163, member: 2525"] 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. As for the main argument of whether we'd need to change spells if we change the melee type, I don't think we do. Changing the melee type is not my personal preference, but I certainly understand the position that it should be changed, and feel it makes some sense (most of my players don't like it either). I just think damage on a miss with a melee weapon also makes sense (to me). For me, it's just a matter of preference - and a mild preference at that. But I don't think you'd need to go changing half-damage spells if you change the melee version. The game doesn't require them to behave the same way. [/QUOTE]
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Replacing Damage-On-A-Miss
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