(More) Problems with the Reaper Feat


log in or register to remove this ad

This is my fear: that a rules system that tries to avoid (3) and (4) and similar things would have to be very, very specific and explicit. So much so that it would grate on my nerves, although I of course understand that it's a matter of preference.

I guess that, to me, it's a diminishing returns issue: using super-vague rules sucks, but there is a point after which trying to codify everything brings more pain than it avoids. Sometimes, yes, "don't be silly" is the answer I prefer.

However, some of your other points reveal flaws with the wording or even the feat itself that seem quite valid and useful :)
 

This is what I was referring to. We don't need to close all rules loopholes. The rules-lawyers/power-gamers/cheaters/whatever-you-want-to-call-them will always find something, especially the ones theorizing on the internet rather than actually playing with a real live DM.
To be fair: we aren't playing the new rules, we are playtesting them.

Huge difference.
 

Non-lethal damage is covered in the rules. There is no difference between lethal and non-lethal in this edition play test. The rules seem to use the 4th Edition way of dealing with non-lethal; which is when you reduce a creature to 0 or less hit points you can choose to knock them out, setting their hit points at 0. The only difference is you must declare first and the hit points are set to 0, even if the damage dealt would reduce the creature to less than.

Depending on how the Reaper feat is interpreted, and what the actual "Spirit of the Game/Rules" are supposed to be, I think the Ray of Frost problem is a non-issue. If you read the description, the word "still" could, arguably, indicate that the feat only applies to attacks that deal damage. That's how I would read the feat, but it is vague and could be take either way.

I would apply the same interpretation to the healing potion.

Crusader's Strike could be used either way, only on actual hits or add into the miss. The wording is not specific enough, IMO. I'm not sure that's the fault of the Reaper feat.

Spiritual Weapon is all sorts of wonky.
 


My biggest concern with the Reaper feat, balance-wise, is how it will operate in the hands of NPCs.

Imagine 20-200 bandits, each with the Reaper feat, coming across the PCs at the extreme range of the shortbow.
 

My biggest concern with the Reaper feat, balance-wise, is how it will operate in the hands of NPCs.

Imagine 20-200 bandits, each with the Reaper feat, coming across the PCs at the extreme range of the shortbow.

That is a chilling thought. Still, a DM who wants to be a silly goose has plenty of ways to be a silly goose.
 

My biggest concern with the Reaper feat, balance-wise, is how it will operate in the hands of NPCs.

Imagine 20-200 bandits, each with the Reaper feat, coming across the PCs at the extreme range of the shortbow.

DMs have had this power since inception...

"Rocks fall. Everyone dies."
 

Personally I never thought about this things, I guess mainly because to me they are no brainer, and merely require some common sense.

The feat does not only work on melee attacks, it make no sense in any other way, especially dealing with a fighter, I can see it working with ranged attacks also, for example if the fighter fire his crossbow and miss than he will still do the Dex damage simply because even though the bolt didn't hit directly it still did some damage... I guess it's a matter of "feeling".

I agree that the feat need some better wording, and considering that we didn't see any other feats make judging this one a bit hard, I mean how big are they going to be? Would we end if class specific feats or more general ones?

Warder
 


Remove ads

Top