It's a subtle issue, though, because it's about swinginess - Reaper reduces swinginess, whereas something ike Power Attack increase it. And swinginess, in turn, affects pacing, as well as things like survivability, replayability, etc.I'm glad you're willing to compromise, even if I'm for something that's not quite as quickI personally don't like the focus on HP/damage over attack bonus/AC
Or, if all combatants are doing this in combat (such as you suggest),why is the reaper singled out as the only one who gets to have these efforts acknowledged as having an effect?
Indeed, that objection is essentially an objection to feats in general.Because he's better at it, which is represented mechanically by the feat and its effects.
Yeah, I'll play too... what nonsense!So you think if a wizard casts fireball there should be no save for half, basically everyone has evasion?
I agree; must have been somebody else. The description does not detail this one way or the other. A bloodied character is not penalized so it is hard to say one way or the other whether any subsequent hits are physical damage; only the one that puts them to zero or below.What the playtest document says is that when you've lost half your hit points, you have sustained some kind of physical injury, however minor.
That does not mean (as I've seen claimed elsewhere, not sure if it was you) that every loss of hit points after that point must be interpreted as physical damage. The halfway point is "first blood", but that doesn't mean you suddenly lose your ability to defend yourself. "Second blood" might only be the blow that kills you.
But in terms of the flavour attached, most combatants are doing this as described in the full argument. To say that someone does this better would be OK if everyone did x but the reaper gets to do x+y. But the reaper gets something for this while everyone else gets absolutely nothing. This is where I'm saying that the flavour does not mesh.Because he's better at it, which is represented mechanically by the feat and its effects.
But in terms of the flavour attached, most combatants are doing this as described in the full argument. To say that someone does this better would be OK if everyone did x but the reaper gets to do x+y. But the reaper gets something for this while everyone else gets absolutely nothing. This is where I'm saying that the flavour does not mesh.
Best Regards
Herremann the Wise
This is a really good point. I know that my preferences on pacing are quite different from other groups. Having a "dial" on this sort of thing would be hard to incorporate into the core rules, I'd imagine, but enter "dials"...It's a subtle issue, though, because it's about swinginess - Reaper reduces swinginess, whereas something ike Power Attack increase it. And swinginess, in turn, affects pacing, as well as things like survivability, replayability, etc.
That's why I think it would be better to have multiple options filling the same story space, rather than forcing every group who want to use that part of the story space to also go for a uniform swinginess, pacing etc.
In which case their is no mechanical backup for the flavour and a lack of meshing of the two, leaving the reaper feat sticking out.Everyone does get to do X flavor-wise; it is just that in the case of the average adventurer, X rounds down to zero.
I think this is true too. And so you end up with something that is too cumbersome to play if it makes sense for everyone or simple to play but feeling awkward/poorly designed (for some people).IanB said:Mechanically things can only get so granular before they become annoying to play.