Please drop the "damage on a miss" mechanic.

Not sure if there is another thread that talks about this so I apologize if there is.

The topic at hand: I just want to say that I do "not" like the damage on a miss mechanic that has trickled it's way into D&D Next. I didn't like this in 4th edition and I don't like it now.

Damage on a miss just doesn't make sense to me and I would like to have it removed.
You have to remember that the AC doesn't actually represent only hitting and missing, but is sort of a combination of all kinds of defensive manoeuvres, like dodging, blocking, parrying or hits simply being mitigated by the armor. In the same sense you could think of "misses" doing damage actually being partially blocked hits that were mostly blocked / evaded, but managed to cause a bit of damage / throw the defender slightly off-balance (remember HP doesn't represent just damage taken either).
How is it different from a spell which does less (but not 0) damage when the target saves against it? (Saving against a spell is the direct analog of missing against AC.)
only a sith deals in absolutes
You have to remember that the AC doesn't actually represent only hitting and missing, but is sort of a combination of all kinds of defensive manoeuvres, like dodging, blocking, parrying or hits simply being mitigated by the armor. In the same sense you could think of "misses" doing damage actually being partially blocked hits that were mostly blocked / evaded, but managed to cause a bit of damage / throw the defender slightly off-balance (remember HP doesn't represent just damage taken either).



I only see this as purely cinematic, which I don't like. I prefer more realism, with a small bit of cinematic. As with any RPG, throw out what you don't like and change it to what you do like. This concept of hit points would get tossed.


As for the OP. I agree 110%.
"Death smiles at us all. All a man can do is smile back."
I would like to say that I personally like damage on a miss and I hope it stays in the next edition in appropriate situations.

-SYB

P.S. - Please do not assume that my opinion or the opinion of the OP represent any sizeable portion of the player base.
You have to remember that the AC doesn't actually represent only hitting and missing, but is sort of a combination of all kinds of defensive manoeuvres, like dodging, blocking, parrying or hits simply being mitigated by the armor. In the same sense you could think of "misses" doing damage actually being partially blocked hits that were mostly blocked / evaded, but managed to cause a bit of damage / throw the defender slightly off-balance (remember HP doesn't represent just damage taken either).



I only see this as purely cinematic, which I don't like. I prefer more realism, with a small bit of cinematic. As with any RPG, throw out what you don't like and change it to what you do like. This concept of hit points would get tossed.


As for the OP. I agree 110%.


If you prefer realism, why are you opposed to "cinematic" interpretations of AC, hits, and misses?

That is, how is it realistic to say that a PC's attacks either make no contact whatsoever with the target, or make contact only in a way that seriously impacts the target's ability to stay in the fight?

only a sith deals in absolutes



to this, +1

Please keep since the only real issue here is that it's called a "Miss" at all.
Since I believe "Hit Points" should be changed to reflect, once and for all, their total abstract nature. 

I have no problem with "Damage on Miss".

If a great warrior swings his sword - and it glances off your shield, but "just barely" - it can still shake an enemy doing "Hit Points" to his morale.

I would have "Elite" mobs (or the Next equivalent) almost also do steady "Hit on Miss" dmg - from just the sheer terror and power of what should be awesome foes. 
I may be wrong but I also believe that the damage on miss mechanic is also instituted so that players do not necessarily feel like they are useless if they are having "bad dice disease". I mean in the case of the fighter, combat is suppose to be their thing, but if they have issues rolling above a 10 then they run the risk of not hitting and just sitting there feeling like they are not contributing. Now of course at first level many things were hit by the fighter if he rolled above a 5 but that is probably going to change at some point during the leveling process.
 
I may be wrong but I also believe that the damage on miss mechanic is also instituted so that players do not necessarily feel like they are useless if they are having "bad dice disease". I mean in the case of the fighter, combat is suppose to be their thing, but if they have issues rolling above a 10 then they run the risk of not hitting and just sitting there feeling like they are not contributing. Now of course at first level many things were hit by the fighter if he rolled above a 5 but that is probably going to change at some point during the leveling process.
 



it also helps kill that super annoying boss with mega high AC thats down to 3 HP GRRRRRRRRRRRR.
This rule feels a little gamy. It is not old school D&D, but WOTC needs to make some compromises to create the new D&D.
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
This rule feels a little gamy. It is not old school D&D, but WOTC needs to make some compromises to create the new D&D.



i'm confused.

auto hit for MM IS old school D&D if thats what you are trying to say.


or were you saying they shouldn't try to make 5th resemble old school D&D?
I may be wrong but I also believe that the damage on miss mechanic is also instituted so that players do not necessarily feel like they are useless if they are having "bad dice disease". I mean in the case of the fighter, combat is suppose to be their thing, but if they have issues rolling above a 10 then they run the risk of not hitting and just sitting there feeling like they are not contributing. Now of course at first level many things were hit by the fighter if he rolled above a 5 but that is probably going to change at some point during the leveling process.
 



Your post is the fundamental reason why I think that Fighters only doing DAMAGE! is the wrong answer for the class, period.  A player should never feel like he's not contributing to the play experience, and with a Fighter - no damage = no contribution as they are currently.

Adding a cheap mechanic so that they can "contribute" even when they fail a die roll is IMO a piss-poor rule for a piss-poor concept, and I agree that damage on a miss should probably be removed.  Fighters should always be able to contribute more than just DAMAGE!

As for the BBEG or Gargantuan Dragon doing damage on a "miss" 3.5 had the Trample mechanic for just such a thing.  I've always thought that when a Fighter "blocks" an attack from a Huge or Larger monster he should still get his butt flung across the room for it.  Granted he may not have taken the whole 4d12+30 damage, or whatever, but a 20 foot "push" and falling prone still get the point across that he's fighting a big dude. 
the packet tells you if you want a more old school feel play without themes. The damage on a miss feature is part of the fighter's slayer theme. So just don't play without themes if you don't like it or tell the player using the fighter to take the defender theme.
Or we could give the Fighter something else to do besides just dealing DAMAGE!  Not using themes doesn't change that.
I actually like it. It requires a bit more abstraction to how you act in combat. When we did the playtest, I described it as the Fighter smashing through the Kobolds weak defense (a spear) and the force breaking both arms at the shoulder and elbow. I then used it again to decribe sheer ferocity and the Kobold suddently having a heart attack. I then further illustrated the miss attack as a feint swing, puttig the kobold at an odd angle where I "swept the leg" and dropped the kobold to the ground, which resulted in him hitting his head. The mechanic is simple, yet the interpretation is limitless.
the packet tells you if you want a more old school feel play without themes. The damage on a miss feature is part of the fighter's slayer theme. So just don't play without themes if you don't like it or tell the player using the fighter to take the defender theme.


That is true. They have to compromise to make everybody happy. They are doing a nice job.
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
I may be wrong but I also believe that the damage on miss mechanic is also instituted so that players do not necessarily feel like they are useless if they are having "bad dice disease". I mean in the case of the fighter, combat is suppose to be their thing, but if they have issues rolling above a 10 then they run the risk of not hitting and just sitting there feeling like they are not contributing. Now of course at first level many things were hit by the fighter if he rolled above a 5 but that is probably going to change at some point during the leveling process.
 



it also helps kill that super annoying boss with mega high AC thats down to 3 HP GRRRRRRRRRRRR.



Try having the last minion in an encounter in 4e be unable to be hit for 3 rounds, while he is scoring hits and crits on party members.


Now imagine this with an oversized party of 9! 


The party decided to name him Steve the Cultist. 
well this is my look on the damage on a miss situation.
 
as a mecanic it is ok but there is 1 problem with it.
it couses a low amount of damage on the miss and that is ok, the problem is that on low levels this damage can be enough to kill a enemy that has not been hit before.
making it so that it doesen't matter if you hit or miss the target will die either way.

i would have liked to see a ability like this on sligtly higer level where the chance of the miss damage killing a full health enemy is lower. 
well this is my look on the damage on a miss situation.
 
as a mecanic it is ok but there is 1 problem with it.
it couses a low amount of damage on the miss and that is ok, the problem is that on low levels this damage can be enough to kill a enemy that has not been hit before.
making it so that it doesen't matter if you hit or miss the target will die either way.

i would have liked to see a ability like this on sligtly higer level where the chance of the miss damage killing a full health enemy is lower. 



it probably will be a higher level, i think they just put it there to SHOW players that they have fun and interesting stuff planed for fighters.
Well, I have the complete opposite opinion. I want EVERY attack that deals damage to do some damage on a miss, even if it is just 1 point. This should be the default. If you actively swing at someone, and they have to expend an ounce of energy dodging/parrying/deficating over it, then it should lower their hit points. Lets not have fights drag out round after round because no one can hit. A horde of level 1 goblins can and should be able to overwhelm even a level 20 warrior wearing epic full plate, but it might just take a while.

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I like damage on a miss. Nothing's worse than pumping up for that one big attack and then missing completely. 4E realized this, and that's why all but an extremely small handful of daily powers had either a "Miss:" line, and "Effect:" line, or at least had the "Reliable" keyword. Given the extreme abstraction of HP, I just don't have a problem with characters doing damage on a miss, even at-will, though I might be fine with a caveat of some sort that says that no creature can be reduced to below 1 HP by miss damage.

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Well, I have the complete opposite opinion. I want EVERY attack that deals damage to do some damage on a miss, even if it is just 1 point. This should be the default. If you actively swing at someone, and they have to expend an ounce of energy dodging/parrying/deficating over it, then it should lower their hit points. Lets not have fights drag out round after round because no one can hit. A horde of level 1 goblins can and should be able to overwhelm even a level 20 warrior wearing epic full plate, but it might just take a while.



That's more of a fatigue issue, than hit points. Then again, I don't use hit points in the abstract way this game supposedly does. As for dealing damage for every single miss, you are saying someone with 20 hit points, fighting totally defensively for 2 minutes (20 rounds, 6 seconds per round) should drop to 0 hit points and fall unconscious? I find that absurd. Sorry.
"Death smiles at us all. All a man can do is smile back."
This one is a toss up for me, it seems un-realistic ... but my players seem to enjoy it so I am letting it go.
Hey OP,
You said you don't like it and would like it to be removed. You didn't give us any reason why.
Well, I have the complete opposite opinion. I want EVERY attack that deals damage to do some damage on a miss, even if it is just 1 point. This should be the default. If you actively swing at someone, and they have to expend an ounce of energy dodging/parrying/deficating over it, then it should lower their hit points. Lets not have fights drag out round after round because no one can hit. A horde of level 1 goblins can and should be able to overwhelm even a level 20 warrior wearing epic full plate, but it might just take a while.

+1.

More things should do something on a miss.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Not sure if there is another thread that talks about this so I apologize if there is.

The topic at hand: I just want to say that I do "not" like the damage on a miss mechanic that has trickled it's way into D&D Next. I didn't like this in 4th edition and I don't like it now.

Damage on a miss just doesn't make sense to me and I would like to have it removed.


If you have a damage on a miss mechanic, then you just don't miss.  The only variable is how well you hit.  If you roll a miss, then you connect with a glancing blow.  If you roll a hit, then you really connect.  It makes perfect sense.  You just don't like it.  Fortunately, it's easy enough to houserule out for those who don't like it.  Let it stay, and let those who don't like it just ignore it.

There are a great many problems that can be circumvented by players and DMs having a mature discussion about what the game is going to be like before they ever sit down together to play.

 

The answer really does lie in more options, not in confining and segregating certain options.

 

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Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

 

Save the breasts.

Not sure if there is another thread that talks about this so I apologize if there is.

The topic at hand: I just want to say that I do "not" like the damage on a miss mechanic that has trickled it's way into D&D Next. I didn't like this in 4th edition and I don't like it now.

Damage on a miss just doesn't make sense to me and I would like to have it removed.



I could not agree more. While I love 4e and think it made some great improvements, damage on a miss was not one of them. Please, let's let the whole idea of damage on a miss die.

 

"What is the sort of thing that I do care about is a failure to seriously evaluate what does and doesn't work in favor of a sort of cargo cult posturing. And yes, it's painful to read design notes columns that are all just "So D&D 3.5 sort of had these problems. We know people have some issues with them. What a puzzler! But we think we have a solution in the form of X", where X is sort of a half-baked version of an idea that 4e executed perfectly well and which worked fine." - Lesp

I don't like the game-yness of damage on a miss either. Spells are different - you duck out of the way of the main explosion of the fireball, but you're still *in* the ball of fire. The fighter should actually completely not touch his target with his axe sometimes.

The real problem with damage on a miss is how it interacts with other abilities. Now every ability WoTC comes out with has to take into consideration that the slayer can do damage even when he misses.

Any ability that says "when you deal damage to a foe....." now either has to say "when you hit and damage a foe", or realize that it'll trigger on every attack of the slayer. Same goes for abilities that require contact with the enemy - if the slayer is doing damage, he must be contacting the enemy right? Suddenly touch attacks automatically work.

It's gamey and it's unrealistic. There are other ways to make misses less annoying.
I don't like the game-yness of damage on a miss either. Spells are different - you duck out of the way of the main explosion of the fireball, but you're still *in* the ball of fire. The fighter should actually completely not touch his target with his axe sometimes. The real problem with damage on a miss is how it interacts with other abilities. Now every ability WoTC comes out with has to take into consideration that the slayer can do damage even when he misses. Any ability that says "when you deal damage to a foe....." now either has to say "when you hit and damage a foe", or realize that it'll trigger on every attack of the slayer. Same goes for abilities that require contact with the enemy - if the slayer is doing damage, he must be contacting the enemy right? Suddenly touch attacks automatically work. It's gamey and it's unrealistic. There are other ways to make misses less annoying.




Usually when you duck out of the way of something you duck out of the way of something. You might still be scraped by it, but thats only a maybe. If anything, dodging an area effect should result in you actually physicially moving out of the effect. As is its just as gamey as a fighter dealing damage on a miss. There should be a way to completely dodge the fireball.
Hey OP,
You said you don't like it and would like it to be removed. You didn't give us any reason why.



"I do "not" like the damage on a miss"

From my original post.

What I can't understand is a few people that whine about missing sometimes.

It's a game people, we let the dice decide what happens at the end of the day and unfortunately, we don't always hit and do loads of damage during each and every encounter.

If you want a game that let's you hit all the time and you can't accept the fact that you do miss then dice rolling RPG's are not for you. 
no need to be rude OP

also, why are you getting so worked up over paltry sums of damage on miss, you can't argue in the realm of conceptualizing it. people have countered that fairly, and the damage isn't enough to kill anything but the lowest of the low creatures.

it's not like his str mod is going to scale well enough for that to matter in anything but low level encounters.
no need to be rude OP

also, why are you getting so worked up over paltry sums of damage on miss, you can't argue in the realm of conceptualizing it. people have countered that fairly, and the damage isn't enough to kill anything but the lowest of the low creatures.

it's not like his str mod is going to scale well enough for that to matter in anything but low level encounters.



No, people have not countered it. In D&D a miss is a miss, even a "hit" with HP damage is considered to be a glancing blow off of someone's armor or shield. A miss and then doing damage makes no sense no matter how you try and justify it. It's bad game design to be brutally honest.
I don't like the game-yness of damage on a miss either. Spells are different - you duck out of the way of the main explosion of the fireball, but you're still *in* the ball of fire. The fighter should actually completely not touch his target with his axe sometimes. The real problem with damage on a miss is how it interacts with other abilities. Now every ability WoTC comes out with has to take into consideration that the slayer can do damage even when he misses. Any ability that says "when you deal damage to a foe....." now either has to say "when you hit and damage a foe", or realize that it'll trigger on every attack of the slayer. Same goes for abilities that require contact with the enemy - if the slayer is doing damage, he must be contacting the enemy right? Suddenly touch attacks automatically work. It's gamey and it's unrealistic. There are other ways to make misses less annoying.




Usually when you duck out of the way of something you duck out of the way of something. You might still be scraped by it, but thats only a maybe. If anything, dodging an area effect should result in you actually physicially moving out of the effect. As is its just as gamey as a fighter dealing damage on a miss. There should be a way to completely dodge the fireball.



Um...no. Wait, maybe The Flash can...no, probably not...
"Death smiles at us all. All a man can do is smile back."
I don't like the game-yness of damage on a miss either. Spells are different - you duck out of the way of the main explosion of the fireball, but you're still *in* the ball of fire. The fighter should actually completely not touch his target with his axe sometimes. The real problem with damage on a miss is how it interacts with other abilities. Now every ability WoTC comes out with has to take into consideration that the slayer can do damage even when he misses. Any ability that says "when you deal damage to a foe....." now either has to say "when you hit and damage a foe", or realize that it'll trigger on every attack of the slayer. Same goes for abilities that require contact with the enemy - if the slayer is doing damage, he must be contacting the enemy right? Suddenly touch attacks automatically work. It's gamey and it's unrealistic. There are other ways to make misses less annoying.




Usually when you duck out of the way of something you duck out of the way of something. You might still be scraped by it, but thats only a maybe. If anything, dodging an area effect should result in you actually physicially moving out of the effect. As is its just as gamey as a fighter dealing damage on a miss. There should be a way to completely dodge the fireball.



Making reflex saves for half damage in prior editions gave you this type of thing just fine.

"Missing" when dealing with an abstract concept of HP can mean whatever you want. I like to think that HPs are quintessentially a measure of survivability, be it luck or skill. Every "hit" uses up a portion of that, but even getting targetted has a cost. The only way to not take damage in a round is to be ignored. Doing damage on a miss just speeds up the clock for an encounter, and better simulates real combat. I see no reason to have combat last longer than necessary, and if you want even a smidge of realism, swinging heavy weapons while wearing heavy armor in the heat of the day would certainly fatigue you in a matter of minutes, if not sooner. Yes, we are adventurers, and thus are cut from better cloth than the common rabble, but any round that threatens to send you to an early grave takes it's toll.

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This rule feels a little gamy.


I don't see why this is a bad thing, the game is what they're selling. I don't need $100 worth of books and minis to make up a story with my friends.

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195392035 wrote:
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
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Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
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56957928 wrote:
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic, giving you time to set up your silly combo. Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
[quote=ArtVenn You're still one of my favorite people... just sayin'.[/quote]
56756068 wrote:
56786788 wrote:
.....would it be a bit blasphemous if I said, "PRAYSE RPJAYSUS!" like an Evangelical preacher?
Perhaps, but who doesn't like to blaspheme every now and again? Especially when Mr. RPJesus is completely right.
56756068 wrote:
I don't say this often, but ... LOL
57526128 wrote:
You... You... Evil something... I actualy made the damn char once I saw the poster... Now you made me see it again and I gained resolve to put it into my campaign. Shell be high standing oficial of Cyrix order. Uterly mad and only slightly evil. And it'll be bad. Evil even. And ill blame you and Lizard for it :P.
57042968 wrote:
111809331 wrote:
I'm trying to work out if you're being sarcastic here. ...
Am going to stop you right there... it's RPJesus... he's always sarcastic
58335208 wrote:
56957928 wrote:
112114441 wrote:
we can only hope it gets the jace treatment...it could have at least been legendary
So that even the decks that don't run it run it to deal with it? Isn't that like the definition of format warping?
I lol'd.
56287226 wrote:
98088088 wrote:
Uktabi Orangutan What the heck's going on with those monkeys?
The most common answer is that they are what RPJesus would call "[Debutantes avert your eyes]ing."
56965458 wrote:
Show
57461258 wrote:
116498949 wrote:
I’ve removed content from this thread because off-topic discussions are a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_... Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right? Right.
57545908 wrote:
56957928 wrote:
Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).
58397368 wrote:
58222628 wrote:
This just won the argument, AFAIC.
That's just awesome.
57471038 wrote:
57718868 wrote:
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players. And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it. He/It got me with Light of Sanction, which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
71235715 wrote:
+10
100176878 wrote:
56957928 wrote:
57078538 wrote:
heaven or hell.
Round 1. Lets rock.
GG quotes! RPJesus just made this thread win!
56906968 wrote:
56957928 wrote:
143359585 wrote:
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad, things seem to have gotten back on track, and Wizards has even proposed.
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
On what flavor text fits me:
57307308 wrote:
Surely RPJesus gets Niv-Mizzet, Dracogenius?
56874518 wrote:
First: I STILL can't take you seriously with that avatar. And I can take RPJesus seriously, so that's saying something.
121689989 wrote:
I'd offer you a cookie for making me laugh but it has an Upkeep Cost that has been known to cause people to quit eating.
56267956 wrote:
I <3 you loads
57400888 wrote:
56957928 wrote:
"AINT NO LAWS IN THE SKY MOTHER****." - Agrus Kos, Wojek Veteran
10/10. Amazing.
You can stick me in the "I like the mechanic" crowd. 
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