D&D 5E I Don't Like Damage On A Miss

Cleave is the Answer?

I think a more elegant solution is to swap the Reaper feat and the Cleave feat. By making Reaper a 3rd level ability instead of a 1st level ability, the auto-damage pill is a little easier to swallow.

I'm going to try it out at my next playtest, and see how that goes.

Thoughts?
 
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But what you don't seem to be getting is that you'll be saying that EVERY SINGLE MISS... every single miss against the Ancient Chromatic Dragon the 1st lvl reaper manages to wreck the Ancient Red Dragon for 3 points of damage.
How many misses do you think he'll get? If the dragon sneezes, the 1st-level character is dead. And this time that's literally true.

And since some guy threw a &$#% fit when I assumed we'd have DR and untyped damage in fifth edition, I'll go ahead and assume we don't this time around and so yeah...
Hi Empath Negative! I think you'll find that conversations are more consructive when you don't describe someone pointing out a serious flaw in your argument as "throwing a fit".

an army of first level reapers all whiff hardcore against the ancient red dragon, and bring him down in a single round.
An *army* can bring down a dragon? I could probably believe that. How many is it going to take with him though? Or before it just flies away?

A 1st-level thing is overpowered because if you literally have an army of 1st-level characters, you can do a lot of damage? That's a massive stretch from the situations that the game is designed for, a part of say 4 to 10 characters.

This got me thinking... if you're a low level NPC.. why EVER be anything other than a reaper?
Very difficult question to answer when we don't even have the other theme options to consider. You're willing to give up potential benefits that you don't even know about. That's some pretty flawed decision-making there.
 

Or maybe he's doing the same thing, but I have 31 hit points. We never came within 10 feet of each other, yet he's dead and I'm bleeding from 10 wounds.
Since I was responding to the "no chance of failure" comment you made, I'll address that aspect. You're telling me that you lost 30 of your 31 hit points, yet you had no chance of failure? If you miss all 10 times, the other guy only has to hit once and he wins this battle of attrition.
 

And since some guy threw a &$#% fit


Please keep it friendly, alright? No one has been throwing a fit just because something was pointed out to you.

We all have different opinions, but if we go from friendly discussion to unfriendly insults, then the mods get a headache, and when the mods get a headache they will start posting in red and no one will like that.

Thanks everyone.
 

I like the way it works now and I don't want it replaced. There is also the principle of the matter that if we remove every mechanic that a vocal minority dislikes-- for reasons that have nothing to do with game balance and very little to do with verisimilitude-- we won't have a game left to play.

I don't think anyone is saying that you have to allow it in your home games, but those of us that like this mechanic-- and I love it-- don't want it to be removed from the rulebooks because of the handful of (mostly) 3.X fans that are opposed to Fighter having nice things.
To defend the 3e camp here: I identify with 3e and still agree with you 100% on this one. The reaper's mechanic is not meaningfully unbalanced (I honestly think it's weak compared to most of the other feats in the playtest), and it doesn't have verisimilitude issues. At least, no more than hitpoints do anyhow.

I think the key issue here is the insistence that a missed attack roll must mean a blow that missed the body. Given everything that affects AC, (and for that matter things that affect hitpoints - such as level) that's clearly an interpretation that's clearly not necessarily true.
 

I think i'd be less opposed to alternate abilities that you could take instead, rather then "Lets replace it completely from the game".

but now that i've got it in my head, i think of a slayer as always doing damage he is that ferocious in his attacks.
Well, as a feat, it can be swapped out. I think people just dislike the idea of the feat being core, because many people use the core as the base assumption of how the game is played. Most of the time, all of the core PHB is allowed. I think it'll take some adjustment to break that assumption for most groups. Would you be willing to have another mechanic represent just how ferocious the Slayer is? Like, he can either make his attack roll and chance missing, or he can automatically hit, dealing Strength modifier in damage?

I think the key point in its favour to me is its simplicity and the fact it means a character can have a minor effect regardless of their opponent's AC. A Slayer is always bringing some minor damage to the table, (about the same as Magic Missile, the old traditional AC bypass spell). The fact that you can use it to carve through Kobolds is just gravy.
Right, but are there not other ways to represent that? What if, as I proposed above, the Slayer has the choice of a normal attack for a lot of damage (but potentially a miss), or automatically deal Strength modifier in damage? Would that be acceptable?

I think at this point, the trenches have been dug, and that's pretty much that.

I have absolutely no narrative/versimilitude reason for disliking the mechanic, and I have basically zero patience for an attitude of "wizards get cool stuff because MAGIC."
This is bringing other baggage to my question. I don't care how little patience you have. I'm working to bridge a gap, not work on the intolerance of either group. Instead of changing someone's mind, I'm wondering why the mechanic can't be changed to something else.

And I think it's pretty good at low levels - Slayers should be able to mow through kobolds.

With that said, it's basically the most boring way to mow through lesser opponents imaginable. This seems to be borne out in playtest reports; if a slayer doesn't even need to roll a die, it's kinda boring, no? Regardless of how thematic it is?

Like I said earlier, getting automatic advantage against enemies below a certain HP threshold (looking at max hp here, not current) would work for me. Set it fairly high though - 5 hp per level or something like that. Along with Cleave, this would work for me and probably cause fewer problems for folks who are dead-set against "miss damage."

I think the "enemy gets disadvantage when you miss them" sounds nice, but the more I think about it, the more I think Slayers might want to miss if that's the benefit; think of the party nova possibilities.

-O
Good point. So you're fine with the mechanic potentially changing (which you've indicated earlier in this thread, too). That's good. If there's no really good mechanical reason for keeping it, and it's upsetting a not insignificant portion of the playtest (even if they're not the majority), I see no reason not to reflect the Reaper ability via another method. I think the advantage based on HP threshold would draw a lot smaller outcry, and would support changing it to that (even if I dislike HP thresholds). Thanks for the reply.

It's part of a theme, right?

So it can be theoretically swapped out for something that the people with problems with it would be happy with.

It's the promise of the modular nature of 5e: You don't HAVE to use any bit or fob.
I realize this, but it goes back to what I said above in this post. I think people just dislike the idea of the feat being core, because many people use the core as the base assumption of how the game is played. Most of the time, all of the core PHB is allowed. I think it'll take some adjustment to break that assumption for most groups.

As a feat in a theme, it can be swapped out. And that's good. That's modular. People just need to get away from the assumption of "because it's in the PHB, you can use it without asking" like the standard assumption seems to be. Now, there's always been DM changes. "We're playing a low magic campaign, so X rules are in effect" or "no gnomes in this campaign" or something. So, it won't be too hard to adjust, I suspect. But the core assumption is what I think bugs people at this stage.

We'll see if that changes, but in the meantime, I see no reason not to have a mechanic that makes everyone happy. Right now, it's upsetting to people who don't like the narrative it'll create in their games. To others, it's fine. Then others don't mind the narrative it creates, but find it boring. Others think it's good at low levels, but potentially really bad a high levels as HP scales. The nice thing about advantage is that it'll always be useful, no matter the level you're at. It scales with you, and the damage you deal. It's one reason I support using advantage over small automatic damage on a miss.

Oh, there are lots of ways to go about it...

An auto-damage aura against lower level/lower HP or HD enemies that can be activated when a fighter wields a two-handed weapon could work too.

Actually something like the 1e fighter rules about higher level fighters auto-killing low HD enemies could also work.
I think people would be more in favor of automatic damage without a roll then automatic damage on a miss, honestly. They seem to get hung up on "a miss is a miss" somewhat understandably. I know some people don't like the "the guy can never miss" feel of it, so automatic damage without rolling an attack would bug that group of people, too.

Again, I like some sort of advantage mechanic, personally, since it scales to all levels. Maybe the feat could give you an attack against everyone, like Whirlwind Attack? Or, if you're fighting 3 or more enemies, you have advantage? I don't know. I was just trying to figure out why people seem so attached to this mechanic when trying to reflect the Slayer's ferociousness, and why a different mechanic that more people liked couldn't express that fiction. Thanks for the reply, though.

I like the way it works now and I don't want it replaced. There is also the principle of the matter that if we remove every mechanic that a vocal minority dislikes-- for reasons that have nothing to do with game balance and very little to do with verisimilitude-- we won't have a game left to play.

I don't think anyone is saying that you have to allow it in your home games, but those of us that like this mechanic-- and I love it-- don't want it to be removed from the rulebooks because of the handful of (mostly) 3.X fans that are opposed to Fighter having nice things.
Again, stop bringing baggage to my question, please. I'm not drawing a line in the sand, or asking people to change their mind about how they feel. I'm asking what makes it so good that it shouldn't be replaced with something else. And you didn't answer that. Did you have an answer in mind as to why another mechanic wouldn't be good enough, as long as it still gave the Slayer that ferocious and vicious feeling?

It's lame when you're fighting kobolds because you're going to kill them automatically and you're only ever going to miss them rarely. Slayers also get cleave, which is much more useful against vermin.

Reaper is a cool power when you're fighting a boss with high AC and you're the one constantly chipping away at him while everyone else is only hitting him half the time. Let the other Fighters protect the weak and carry everyone else's gear for them. You are the Slayer, and your job is to make things dead.
Again, why can't another ability represent this? What makes automatic damage on a miss better than any other mechanic? What makes you want to keep automatic damage on a miss rather than any other mechanic that people will accept? It's obviously an issue to some people (we're 18 pages into a thread about it).

Would you be against the idea of the Slayer making them make a saving throw for less damage? Would that work for you? What about advantage when someone is below an HP threshold? What about getting to choose between dealing automatic damage or making a normal attack? Why is it that nothing else is acceptable (without bringing baggage into the answer again)?
 

This is bringing other baggage to my question. I don't care how little patience you have. I'm working to bridge a gap, not work on the intolerance of either group. Instead of changing someone's mind, I'm wondering why the mechanic can't be changed to something else.
That paragraph wasn't in response to you - the person I was replying to specifically said he was okay with wizards doing auto-damage because "magic." That's all.

Good point. So you're fine with the mechanic potentially changing (which you've indicated earlier in this thread, too). That's good. If there's no really good mechanical reason for keeping it, and it's upsetting a not insignificant portion of the playtest (even if they're not the majority), I see no reason not to reflect the Reaper ability via another method. I think the advantage based on HP threshold would draw a lot smaller outcry, and would support changing it to that (even if I dislike HP thresholds). Thanks for the reply.
Yep, I think it should be replaced because it's boring.

That's not the same, though, as thinking something like it shouldn't exist in the game. I think it's fine for a feat. Just weak, and I don't care for it.

As for the upsetting a not-insignificant portion of players ... Honestly, there's some stuff in the playtest that upsets me, too. I think it's a case accepting I won't be happy with everything. If you want a big tent game, that means compromise and expansion, not trying to appeal to the most conservative tendencies of gamerdom.

-O
 

On the topic of why Viktyr Korimir likes the Reaper feat:
Again, stop bringing baggage to my question, please. I'm not drawing a line in the sand, or asking people to change their mind about how they feel. I'm asking what makes it so good that it shouldn't be replaced with something else. And you didn't answer that. Did you have an answer in mind as to why another mechanic wouldn't be good enough, as long as it still gave the Slayer that ferocious and vicious feeling?
I know you're asking someone else, but from my perspective, I haven't seen many good alternatives. I don't particularly care either way as it's not an archtype I have strong feelings about, but if you want something like the slayer that just can't be denied, then the Reaper is a pretty good way to do so.

In particular, it's very simple. Bonuses on the next attack roll and other constructions like that introduce precisely the kind of minor short-term tracking that slows down my current 4e game, so if you really need it - OK. But why remember which critter it was you missed (and they might move about, and you might move about, and you might have several attacks...) if you can just get it over with right away? Also, I think advantage is a nice and special ability, and since it's unstackable, I'd like to keep advantage meaningful by applying it judiciously. I also think advantage would be overpowered and potentially abusable; it scales much better than damage on a miss.

Automatic damage on a miss is fast in play and simple. Those are two qualities I cherish in D&D mechanics :-). Obviously there's still disagreement about the balance and believability aspects, but this is why I think it's the right mechanic for the job - assuming you believe the niche is worth filling at all (i.e., that it's not overpowered or breaks suspension of disbelief).
 

That paragraph wasn't in response to you - the person I was replying to specifically said he was okay with wizards doing auto-damage because "magic." That's all.
I'm aware of what the other poster put up. Again, I don't care about that baggage. I mean this very non-aggressively, in the future, please don't reply to me and my question quoted and then bring baggage from another poster to it when I'm specifically trying to bridge a gap, not work on the trenches both sides are digging. Thank you.

Yep, I think it should be replaced because it's boring.

That's not the same, though, as thinking something like it shouldn't exist in the game. I think it's fine for a feat. Just weak, and I don't care for it.

As for the upsetting a not-insignificant portion of players ... Honestly, there's some stuff in the playtest that upsets me, too. I think it's a case accepting I won't be happy with everything. If you want a big tent game, that means compromise and expansion, not trying to appeal to the most conservative tendencies of gamerdom.

-O
That's true, but compromise means listening and adapting. I'd like to see your issues made so that the overwhelming majority accept them. The same goes for the Reaper feat. Just because "you can't please everyone" doesn't mean that you need to stop compromising. Saying "just don't use it" seems like a weak reply, even in a modular game like 5e. No, I'd like as many feats, as many themes, as many classes, etc. available to as many people as possible, please.

To that end, I'm looking for compromise. A line has begun to be drawn on the Reaper feat, and I'm curious why it needs to be there. Can it not be tweaked to please more people? Can advantage not be used? What about giving the opponent a save to take less damage? Is there no room for honest compromise, rather than "give some ground here, gain some there." I'm more the meet in the middle guy, not the "I get this, you get that, and we ignore each other when we play." Just my feelings, though. As always, play what you like :)

On the topic of why Viktyr Korimir likes the Reaper feat:

I know you're asking someone else,
I'm looking for multiple perspectives, so I appreciate the reply. It was by far the most responsive of those to reply so far.
...but from my perspective, I haven't seen many good alternatives. I don't particularly care either way as it's not an archtype I have strong feelings about, but if you want something like the slayer that just can't be denied, then the Reaper is a pretty good way to do so.
So you're open to other ideas on how to accomplish this, then?
In particular, it's very simple. Bonuses on the next attack roll and other constructions like that introduce precisely the kind of minor short-term tracking that slows down my current 4e game, so if you really need it - OK. But why remember which critter it was you missed (and they might move about, and you might move about, and you might have several attacks...) if you can just get it over with right away?
This was my hangup on advantage on the next attack, too.
Also, I think advantage is a nice and special ability, and since it's unstackable, I'd like to keep advantage meaningful by applying it judiciously. I also think advantage would be overpowered and potentially abusable; it scales much better than damage on a miss.
Personally, that's precisely why I like it for the ability. The scaling is so much better. If ability scores are capped at 20, we're looking at 5 automatic damage to enemies every round. The Reaper feat is letting the current Fighter deal 3 damage per round, and look at the ogre HP. It's not really that substantial. What happens when the damage dealt barely increases, but HP skyrockets at high level against really dangerous enemies?

(To be fair, we don't know it'll skyrocket, but I don't have a good feeling about it based on how HP looks in the playtest.)
Automatic damage on a miss is fast in play and simple. Those are two qualities I cherish in D&D mechanics :-). Obviously there's still disagreement about the balance and believability aspects, but this is why I think it's the right mechanic for the job - assuming you believe the niche is worth filling at all (i.e., that it's not overpowered or breaks suspension of disbelief).
Right, but what if you think it's overpowered, underpowered, or it breaks your suspension of disbelief? Personally, the damage on the miss doesn't break mine, but the complete and utter failure to ever not deal meaningful damage (unless against damage reduction) breaks mine. If DR stops it, then it's seemingly physical. If it's seemingly physical damage, then the Slayer never fails to get some sort of noticeable damage in on an opponent, no matter how powerful they are (unless they resist the damage). That's where I start to question the fiction.

Simplicity, elegance, and speed of play are important, but if there's a problem, I'd rather spend the last 8 pages brainstorming abilities than rehashing objections and counter-objections. As I said, I'm a meet-in-the-middle kind of guy when it comes to compromise. If we like simplicity and speed of play, lets look for a solution that uses that!

Why do you object to "choose before you roll: deal automatic damage equal to your Strength modifier, or attack as normal"? I know that others have problems with it. I do, too. But, I'm trying to start a dialogue, and look for answers. Maybe we can start by picking apart that ability and seeing why you don't like it. The ability seems both simple and fast to me, and doesn't use advantage/disadvantage. It also shows just how relentless he can be if he focuses on it, going for assured damage rather than going for broke. But, as I said, even I don't like the solution. What do you object to about it? As always, play what you like :)
 
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Why do you object to "choose before you roll: deal automatic damage equal to your Strength modifier, or attack as normal"? I know that others have problems with it. I do, too. But, I'm trying to start a dialogue, and look for answers. Maybe we can start by picking apart that ability and seeing why you don't like it. The ability seems both simple and fast to me, and doesn't use advantage/disadvantage. It also shows just how relentless he can be if he focuses on it, going for assured damage rather than going for broke. But, as I said, even I don't like the solution. What do you object to about it? As always, play what you like :)

It's too weak. To balance it, it'd need to do more damage; but I'm not sure I see the fluff of auto-damage melee attacks with significant damage. 3 damage piddling compared to 14; I can rationalize that as just general effort of defense or bruising through armor or jarring of the shield arm. And indeed, against a foe that's outclassed, perhaps even a strike right through his defense, even when it's perfect. But damage that's at least somewhat comparable to a solid blow and completely unavoidable?

I think if I had to choose between that options or none I'd just omit the ability; there will be enough other cool stuff to choose from, I'm sure. (I don't like too-weak abilities since they're traps; some players don't care or worse misjudge and that just causes intra-party imbalances).
 

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