Attacks and Hits/Misses (4e Variant Rule)

Attacks and Hits/Misses
One thing that I find that the system is lagging behind is a way to actually decide what to do when certain attacks hit or miss, or if a monster is affected somehow in regards to visibility with certain attacks.

Common Sense
We all know that close and area attacks ignore certain effects such as cover and concealment, and that melee and ranged attacks take penalties based on those effects, but what actually happens to the attack? Will it just simply vanish in midair, or will it strike a different target on its path? Most people just leave the attack as is, letting it hit or miss, but that's just on a simple perspective. It's time we put this to an abrupt speedway and actually think about what the attack will do beyond just a hit or miss.

Attack Variant 1: Standard attack roll
Most (if not all) creatures have a basic attack, whether melee or ranged or sometimes both. Sometimes, creatures have more powerful attacks with regards to melee and ranged. When a monster makes an attack, the standard relationship is normally between the attacker and the defender-- whereas the attacker is initiating the attack and the defender is receiving the attack (two known variables). When an attack hits or misses, it creates a result with the variables. Whether the attack hits or misses, it's still an end result for that action.

What this variant is introducing is the possibility of multiple variables within the calculation-- that is, many possibilities for the attacker to land a possible hit against a different target besides the intended target the attack was going towards. This rule only applies to melee and ranged attacks, as close and area burst calculate multiple variables already within the same equation.

Ranged Attacks
When an Elf Ranger makes a ranged attack, it is assumed that the target of the attack is the creature in range. That's common sense. Whether the attack hits or misses is normally the outcome and nothing else. This rule changes that. It basically states that in the event that the attack misses, there is the opportunity that the attack will likely hit a different creature-- whether it be an ally or enemy of the attacking creature. It is basically a risk factor when it comes to ranged attacks.

One semantic of this type of variant is to draw an imaginary line where the path of the weapon will go. If this line crosses over more than one creature, you are (essentially) targeting those creatures as well if you miss your intended target. Make an attack roll for each creature the attack moves on to until it hits or reaches its maximum range.

Another semantic for this type of rule (that can also be combined with the above semantic) is creatures adjacent to the attack if it misses. Basically, if the attack misses a target and there are creatures (ally and/ or enemy) adjacent to the target of the attack, there is a 1 in 8 chance that an adjacent creature will likely be hit by the attack. In other words, roll 1d8 to determine where the attack will go. If the space is occupied by a creature, that creature is automatically hit, regardless of defenses or the attack roll. If the roll lands on an empty square, the attack moves on to the next target along the attack's path. If the attack lands on a square filled with difficult, obscuring, hindering, or obstructing terrain, the attack lands there and does not continue any further. In essence, the beginning of the roll should be the square behind the intended target of the attack opposite of your position.

Thrown weapons also apply under this rule, such as thrown daggers, javelins, throwing hammers, and the like.

Melee Attacks
When a Human Fighter makes a melee attack, it is assumed that the target of the attack is the creature within reach of the attack. That is common sense. Whether the attack hits or misses is normally the outcome and nothing else. This rule changes that. It basically states that in the event that the attack misses, there is the opportunity that the attack will likely hit a different creature-- whether it be an ally or enemy of the attacking creature. It basically is a risk factor when it comes to certain melee attacks.

The semantic for this type of variant is to trace an imaginary line (or arc) along the path of the weapon around you-- taking into account the added reach the weapon or power tacks on. If this imaginary line goes over or includes more than one creature, you are (essentially) targeting those creatures as well if you miss your intended target. Make an attack roll for each creature the attack moves to until you go back to the primary target. You may not attack the same creature twice (regardless if you are wielding two weapons or the weapon itself is a double-weapon), and you must choose the direction in which the attack is going.

Attack Variant 2: Special attack roll
In the event that a creature makes an attack when faced with a special situation, there's no telling what the attack itself will do. Some situations include attacking targets while visually impaired or blinded, attack range or effect is changed or modified, special conditions are met, etc.


 * When the attacker misses with an attack while blinded or the attack misses due to an effect that affects vision, it must make an attack roll against each creature within reach (see above)
 * If the attacker has combat advantage and it is adjacent to multiple creatures and it misses, it need not make an attack against each adjacent creature-- since the attack was directed at the intended target, not just towards the target. However, ranged attacks still affect other creatures (see above)
 * If a creature misses with an attack that has a power that affects multiple creatures already, the attack must still affect all other creatures normally if the attack misses with the power.
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Feel free to add/ edit to this list and this list ONLY

All of the above variants apply to all creatures, whether PC, monster, or NPC.

This variant rule is Transformational.