(More) Problems with the Reaper Feat


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7. Thrown substances, such as acid or alchemist fire, deal damage on a miss even though the substance never touches the target (ie., the target is not burned.)

8. A slayer fighting with a torch can choose to deal fire damage or bludgeoning damage, even if the fire never touches the target.

9. Reaper stacks with Arc Lightning (a miss is actually two "hits").
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I've been playtesting the butt-thunder out of this feat, trying to find as many possible exploits and game-breaking combinations that I can. So far, these are the big ones that I've uncovered.
Great thread, good catches.

Personally, I would like to see them do both. Clear, well-thought rules + empowered DMs = fun for everyone.
Yes. The GM deciding whether a given action requires a DEX check or a STR check = good empowerment. The GM deciding whether or not the wall is so slippery that it causes disadvantage on a climb attempt = good empowerment. The GM having to decide whether Reaper does or doesn't interact in a certain way with thrown weapons = bad rules. The GM should be adjudicating situations, not having to fiat the outcomes of action resolution.

Nearly all of them, actually...the exceptions being the stacking damage to spells (#5 and #6 of my list.) Some gamers will want Spell-Slayers, so if they want the Slayer feat to apply to magical attacks, they should word these spells a little more carefully to prevent abuse.

But yes. Adding a few more qualifiers to the Reaper feat would go a long way.
I would write the feat along the following lines: that all your attacks hit and deal damage, but only if your attack roll is successful do you get to roll any damage die and add non-stat bonuses; otherwise your damage is just your stat mod bonus.

Then two qualifications are needed: if the attack would otherwise deal damage on an unsuccessful attack roll, Reaper has no effect (like Hammer Rhythm in 4e); and if the attack would not let you add your stat mod bonus to damage, Reaper has no efffect.

These changes are fairly intuitive (I know my wording is crappy, but it could be rewritten for clarity along the lines of some of the similar 4e abilities). And I think that they deal with all your issues: issue 1 (because of the way non-lethal and lethal attacks are handled in the playtest, along 4e lines), issue 2, 3, 4, 6 and 7 (because none of these adds stat mod to damage, or even does damage in the case of 2, 3 and 4), issue 5 (because the Crusader's Strike bonus would be one of those that applies only on a successful attack roll), issue 8 (because when a torch is used to deal [fire] damage the stat mod would not be added as a bonus) and issue 9 (because Arc Lightning already has a miss effect).
 

1.) Somewhat. Reaper interacting with spells (which the designers probably didn't intend to happen) can be nipped with one word added to the feat "melee" or "weapon." The rest are just judgement calls a reasonable DM can (and should) deal with quickly. I still think there is places where the rules need clairity and renfinement; this may just need a nip/tuck.

2.) AFAIK: it was an internet thing like Pun Pun. I welcome the correction.
Actually, the interaction with spells may even be desirable - since it allows the Reaper to be the "Striker" theme for all classes. Of course it could very wel be that we only got simplified wordings that only apply to the one character that has the feat in the playtest. The Fighter doesn't have spells, so no point in making a distinction between spells and weapon attacks.

But if it is supposed to work with spells, at least the issue with Ray of Frost would need to be looked at. A miss shouldn't deal more damage than a hit, obviously.
 

Actually, the interaction with spells may even be desirable - since it allows the Reaper to be the "Striker" theme for all classes. Of course it could very wel be that we only got simplified wordings that only apply to the one character that has the feat in the playtest. The Fighter doesn't have spells, so no point in making a distinction between spells and weapon attacks.

But if it is supposed to work with spells, at least the issue with Ray of Frost would need to be looked at. A miss shouldn't deal more damage than a hit, obviously.

Pure conjecture on my part, but so far:

1) I'm expecting the full text for Reaper will restrict effects to melee weapon attacks.

2) I'm also expecting that many of the themes are more akin to "class kits", or "builds", and less flexible than the full 4-way combination choice (race/class/background/theme) guessed at by a lot of posters.

. . . on part (2) I will be very happy if I turn out to be wrong. It would be great if all four dimensions worked together to make really versatile PC build system, but I think we'll have that in a minor way, and that only race and class will make sense in *all* combinations.
 


8. A slayer fighting with a torch can choose to deal fire damage or bludgeoning damage, even if the fire never touches the target.

I don't see any problem with that frankly.

2) I'm also expecting that many of the themes are more akin to "class kits", or "builds", and less flexible than the full 4-way combination choice (race/class/background/theme) guessed at by a lot of posters.

. . . on part (2) I will be very happy if I turn out to be wrong. It would be great if all four dimensions worked together to make really versatile PC build system, but I think we'll have that in a minor way, and that only race and class will make sense in *all* combinations.

Also, I just saw a tweet from MM that they want to make most theme class independent with some of them requiring classes or broad requirement for example necromancer --> divine or arcane only.

I seem to be spamming this a lot, but:

'it's all attacks, including spells and ranged.' - Mike Mearls, Twitter

Thanks! Have 53.21 theoretical XPs :D;) when did he said that?

Warder
 

But if it is supposed to work with spells, at least the issue with Ray of Frost would need to be looked at. A miss shouldn't deal more damage than a hit, obviously.
As I posted upthread, and on another thread, the solution to this is pretty simple: the effect of Reaper is that you get your stat mod compoment of damage whether your attack roll is a success or a failure. Which means that, if there was no damage in the first place (as with Ray of Frost), or no stat mod component to it (as with grenade-like missiles) then Reaper doesn't apply.
 

The point of the ability is to turn missed attacks into something useful. They have done this by giving you a small amount of damage if you miss.

Maybe you should take the small amount of damage and add it to your next attack (if it hits)? If you miss again, it doesn't carry over (but you apply the same modifier to your next attack).
 

Just a quick observation.

The OP raises some valid points, but I get the feeling that DDN is going to rely more RAI than RAW. 4e brought clear keywords and used these as baselines. 5e feels more 'old school' and this requires more DM judgement.
 

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