Rob Donoghue, not surprisingly, does a great job looking at how DoaM is fantastic, awful, weird, and very D&D.
Trying to create a combat system that's terribly crunchy and literal but still usable was always an obsession of my college gaming circle, leading to hit locations and all sorts of other bits and bobs. It took me many years to realize that there needs to be a balance between visceral reality (literally, in combat) and usability, and that where one comfortably sets that balance point is more a gut feeling than any sort of design absolute.
Reshared post from +Rob Donoghue
Because I'm an idiot, I have opinions about Damage on a Miss.
I absolutely welcome comments and discussion, but I also will be very happy to nuke any fight picking.
Drama on a Miss
Ok, there’s a bit of furor afoot at the moment about the idea of Damage on a Miss. For the unfamiliar, it’s an idea I first encountered in D&D 4e, which figures prominently in 13th …