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General Tabletop Discussion
*Dungeons & Dragons
Replacing Damage-On-A-Miss
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<blockquote data-quote="the Jester" data-source="post: 6266435" data-attributes="member: 1210"><p>This is a great thread. In general, there are a lot of cool ideas in here, from "attack on a miss" to the control aura to advantage on damage rolls. </p><p></p><p>In general, I'm not really fond of damage on a miss, but I can take it or leave it. That said, I'd <em>prefer</em> it be out, or at least optional, for nonmagical weapon attacks. Simply speaking, it violates my sense of verisimilitude. (I know, I know- that word.)</p><p></p><p>On the other hand, I have no issue with it for magical effects (i.e. I'm okay with save for half damage effects from magic). I think the whole point of magic is to break (or at least bend) the rules of reality; after all, you're evoking a bolt of lightning! H</p><p></p><p>I wanted to just throw in my 2 coppers' worth on a couple of things: </p><p></p><p></p><p></p><p>I feel that it's worth pointing out that the evasion ability, albeit without a name, comes originally from the monk in 1e, where it's quasi-magical/quasi-psionic in nature. With this origin, it's only natural that it goes a bit beyond normal martial abilities. In 3e, when it was expanded to other classes (and named), it kept this quasi-magical flavor. </p><p></p><p></p><p></p><p>I have to dispute this. In 1e, a 1st level fighter facing a goblin (AC 7) would need a 13 to hit. With a 17 Strength, he'd need a 12. So that means that he misses more than he hits. And that was the status of things from the 1e days until the beginning of 3e; that's decades of time during which failure was common. And attack values didn't increase quickly; even a high level fighter, when facing high level threats, would miss fairly often. So I think failure can be accepted even if it's quite common. </p><p></p><p></p><p></p><p>How about sprinkling some tactics on that fight?</p></blockquote><p></p>
[QUOTE="the Jester, post: 6266435, member: 1210"] This is a great thread. In general, there are a lot of cool ideas in here, from "attack on a miss" to the control aura to advantage on damage rolls. In general, I'm not really fond of damage on a miss, but I can take it or leave it. That said, I'd [i]prefer[/i] it be out, or at least optional, for nonmagical weapon attacks. Simply speaking, it violates my sense of verisimilitude. (I know, I know- that word.) On the other hand, I have no issue with it for magical effects (i.e. I'm okay with save for half damage effects from magic). I think the whole point of magic is to break (or at least bend) the rules of reality; after all, you're evoking a bolt of lightning! H I wanted to just throw in my 2 coppers' worth on a couple of things: I feel that it's worth pointing out that the evasion ability, albeit without a name, comes originally from the monk in 1e, where it's quasi-magical/quasi-psionic in nature. With this origin, it's only natural that it goes a bit beyond normal martial abilities. In 3e, when it was expanded to other classes (and named), it kept this quasi-magical flavor. I have to dispute this. In 1e, a 1st level fighter facing a goblin (AC 7) would need a 13 to hit. With a 17 Strength, he'd need a 12. So that means that he misses more than he hits. And that was the status of things from the 1e days until the beginning of 3e; that's decades of time during which failure was common. And attack values didn't increase quickly; even a high level fighter, when facing high level threats, would miss fairly often. So I think failure can be accepted even if it's quite common. How about sprinkling some tactics on that fight? [/QUOTE]
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Replacing Damage-On-A-Miss
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