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General Tabletop Discussion
*Dungeons & Dragons
Replacing Damage-On-A-Miss
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<blockquote data-quote="Hussar" data-source="post: 6266314" data-attributes="member: 22779"><p>But, "extra attack on a miss" doesn't do that. You can still miss with the second attack. What it does is mitigate the number of times you are completely ineffective in a round.</p><p></p><p>I mean, in earlier D&D, it generally wasn't so much of an issue because your chances of missing were generally so low. Even at low levels, baddies were running around with an AC of 6 or so. Given a decent strength bonus, and later Weapon Specs and possibly even magic weapons by 2nd level (after all, 1st level AD&D modules weren't shy about tossing magic weapons in), you were only missing 40% or so and possibly less. By higher levels, say 9th or higher, you were basically missing on a one most of the time. Baddies AC generally taps out (except for some exceptions) at around 0 to 2. You have a base THAC0 of 10, minus strength and magic weapon bonuses. And multiple attacks per round. The odds that you'd miss all your attacks for three rounds in a row were pretty darn low.</p><p></p><p>In 5e, your chance per attack is a bit worse. For a great weapon fighter, the only advantage he gets is when he hits. If he goes three rounds without a hit, he's pretty much useless and with the math in 5e, that's a real possibility. It really doesn't make sense to take great weapon fighting before you get multiple attacks. And that's a balance issue. Attack on a miss (or damage on a miss) simply mitigates that.</p><p></p><p>I suppose another way of going is to simply give Great weapon fighters a bonus to hit. That would give the same effect. Sword and board means you are harder to hit, two weapon fighting gives you greater chances to hit plus the advantage of using two different weapons. Great weapon fighters just get a straight up plus to hit.</p><p></p><p>Boring as heck, but it does balance things out.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6266314, member: 22779"] But, "extra attack on a miss" doesn't do that. You can still miss with the second attack. What it does is mitigate the number of times you are completely ineffective in a round. I mean, in earlier D&D, it generally wasn't so much of an issue because your chances of missing were generally so low. Even at low levels, baddies were running around with an AC of 6 or so. Given a decent strength bonus, and later Weapon Specs and possibly even magic weapons by 2nd level (after all, 1st level AD&D modules weren't shy about tossing magic weapons in), you were only missing 40% or so and possibly less. By higher levels, say 9th or higher, you were basically missing on a one most of the time. Baddies AC generally taps out (except for some exceptions) at around 0 to 2. You have a base THAC0 of 10, minus strength and magic weapon bonuses. And multiple attacks per round. The odds that you'd miss all your attacks for three rounds in a row were pretty darn low. In 5e, your chance per attack is a bit worse. For a great weapon fighter, the only advantage he gets is when he hits. If he goes three rounds without a hit, he's pretty much useless and with the math in 5e, that's a real possibility. It really doesn't make sense to take great weapon fighting before you get multiple attacks. And that's a balance issue. Attack on a miss (or damage on a miss) simply mitigates that. I suppose another way of going is to simply give Great weapon fighters a bonus to hit. That would give the same effect. Sword and board means you are harder to hit, two weapon fighting gives you greater chances to hit plus the advantage of using two different weapons. Great weapon fighters just get a straight up plus to hit. Boring as heck, but it does balance things out. [/QUOTE]
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Replacing Damage-On-A-Miss
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