Mittens:
Round 2! The difference between your to-hit and the target defense is added to or subtracted from the damage dice and then applied to the target's hp.
Oh how soon they forget Heroes Of Metro city. Yeah, that will lead to a slaughter of players. For a DnD example, just think back to Kalarel. Hit the best PC defense on a FIVE or more. It took PC's meanwhile, a FIFTEEN or more to hit Kalarek's WEAK defenses. You will basically be handing Enemies an extra 10+ damage on average if they have decent aim. and that's if they HIT.
The wording is vauge, it's worded to sound like "We tried under/over target value, but no Damage on miss gig"... But if both were used at the same time, oh sweet baby new year...
I did like your idea to split off the bonus damage of a striker class from the damage halving. But that only helps strikers with a clear cut bonus damage gimmick. Doesn't do anything for Avengers, for example.
More complicated, what does a "half damage on miss by default" outlook do to all those powers that do so already? (when they were doing wizard revisions, they made even MORE wizard powers have effects and half damage on miss).
EDIT:
So. I think I figured out a GOOD IDEA. I was thinking about how "stuff happens anyway on miss" negates tanker stuff. And how "difference between target hit needed" can get out of hand.
So, here is an idea (that should only really be applied to PCs. If only so Jerk GMs in Theory can't use it to force a Finger Of Death Hit).
Player misses once. They earn OPTION of +1 To-Hit/-1 DMG (applicable even to the first miss).
Player misses Twice. They earn OPTION of +2 ToHit/-2 DMG.
Missed Three times you poor guy? Option +4 ToHit/-4 DMG. Yes, skipping straight to 4 on third miss.
Missed 4 times: Option +6 To-Hit/-6 DMG.
It should PROBABLY cap out there.
You get to pick to use these options AFTER you roll your attack. If you are up to +3 crutch, but only missed by one? You can use just the +1 Hit/-1 DMG.
IMPORTANT: This can only apply ONCE PER TURN. Multi hit/target attacks, or Action points/AoO would inflate the Training Wheels Bonus gains. Also, Flat Damage attacks need some consideration. I guess "If damage penalty is equal to or greater than Flat Damage power, Halve Damage instead regardless of bonus size".
This message was last edited by the GM at 06:08, Tue 01 May 2012.