Originally Posted by 1varangian
I don't want VFX (particle effects) in melee. Some sparks and motion wooshies are ok but it needs to look real.

Agree about the feedback importance and that how armor works in D&D (soak all or nothing) complicates things. But the main question is "how much damage did I do?" and it's pretty clear with the floaty number.

Whether the enemy avoids damage because of armor AC, dodge AC, or a magical protection is also feedback. Not as relevant in 5e, but it could be house ruled to be more meaningful. If you see a magical barrier block the damage it's a hint to have your caster throw a Dispel Magic in. BG3 showing that as a dodge gives false feedback.

Impact is what I want to feel in melee, especially with heavily armored characters. Or the lack of impact on a Rogue or Monk. smile

Excellent points. I'm now really hoping for cool animation with VFX if a spellcaster uses the Shield spell laugh
Also, player feedback can be given in other forms than visual. Audio "barks" like an "Oh no" from the PC or a "Can't hit me" from the enemy goes a long way to convey the feedback as well.