My group and I really like the Reaper feat as it stands. It is super fast, simple, easy to adjucate, and makes my younger brother smile pretty much every time it came up, both on kobolds and on the ogre. However, I could see replacing it with something that doesn't generate 30+ page threads, as long as that something was just as quick, easy, and fun to us (or more so

).
Edit: This question goes back to your point about not including controversial rules elements in the core game, but reserving them for detached modules, because some people don't want certain assumptions to be in the base rules.
I'm glad you're willing to compromise, even if I'm for something that's not quite as quick if it means it scales better.
Curiously, since other game elements such as Vancian magic and save-or-die (and a not insignificant number of other topics) also generate 100s of pages of vitriol and heartache (and no doubt around 30-40% really don't like it), should we alter and parse these other mechanics until 90% of people are satisfied with their final form? This is an honest question. Perhaps, your answer is "tradition", which does sound like a reasonable response to me, but I'll give you a chance to answer.
If we're going by the core rules of the game that everyone shares, then my answer is yes. Just like Reaper should be tweaked in the core so that an overwhelming majority like it, I think SOD should be the same.
Vancian is a harder issue to respond to, admittedly. I think that the majority could get on board with something that really scaled down the number of daily spells you get, but I'm not sure it'd be overwhelming. So far, though, Vancian had the most threads about it
before the playtest, not after. Reaper is the reverse. That's why I'm talking about it and not Vancian casting. Thanks for the civil reply (as it always is, when we occasionally do intersect in this big, wide internet). As always, play what you like
I think the obvious solution to this (and I posted on it in a bit more detail in the "Poll" thread) is to have multiple themes that fill this design and story space.
This does raise one other difficulty, though: the game rules would have to explain the difference between them not in ingame terms (because the whole idea is that, in ingame/story terms, they occupy the same space) but in metagame/mechanical terms. And that sort of rules text - rules text that presents the rules as rules rather than as simple translations into rulespeak of ingame descriptions of abilities - is itself controversial, and generally controversial among much the same group of players as those who don't like damage on a miss (which is to say, their simulationist sensibilities extend beyond rules design to rules presentation).
I'll leave it to WotC to work out how to square this circle!
With that in mind, I'd rather them go for something that the overwhelming majority can be fine with (like Advantage seems to be overall, as a mechanic). That's not to say that I
need Reaper to use the Advantage mechanic, or anything, just that certain things seem to have a lot of support (flatter math, for another example).
I think they can definitely try to find a way to implement a rule that reflects that fiction in a way that makes most people happy. If the conversation goes "well, the ability you liked is getting changed. Before it was cool and you liked it, but some people objected (some disliked the flavor, others thought it was overpowered; I personally think it was underpowered). So, here's
this cool ability instead, which is something that we hope everyone likes!" and it is then something everyone likes, then it shouldn't be too much of a problem.
I know that when designing my RPG, I've dramatically swapped how things have worked, and my players -even if initially hesitant to the idea- have come around to liking the implementation better in the long run. Is that because of their personal relationship with me (mostly close friends from 10-13 years)? Perhaps, though not all members of my group are part of that group. Is it just adjusting to it? Perhaps, though many people didn't adjust well to the changes of 1e, 2e, 3e, or 4e. Is it because they liked the mechanic after using it for a while? Well, that's what they say, but who knows, really.
No matter the tact they take, as long as the large majority likes the mechanic, I'll be behind it. I personally don't like the focus on HP/damage over attack bonus/AC, and while I like the static DCs of non-combat tasks, I don't like the little-to-no increases to bonuses on those tasks over time. I don't like that someone who trains to be the best and is the most naturally gifted humanoid (ability of 20) might only get +9 to attacks, while a Wizard with a quarterstaff might get +2, so the paragon of humanoid combat is only 35% more likely to hit. Yes, I do fully understand that other abilities are supposed to shore up this fault (in my eyes), such as things like the Reaper feat (though my understanding is that the Wizard could get that, too). I just dislike the implementation, and the implications within the fiction.
But, even with my objections, I'm not advocating changing or compromising on the flatter math. I may voice a concern over non-combat tasks not having a depth mechanic like what HP/damage serves for combat, but I haven't been engaged in a thread for a few pages looking to change it. And that's because the large majority seems to like that. With the Reaper feat, that doesn't seem to be the case. And that's why I'm looking for compromise (not omission). As always, play what you like
