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General Tabletop Discussion
*Pathfinder & Starfinder
(More) Problems with the Reaper Feat
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<blockquote data-quote="CleverNickName" data-source="post: 5935628" data-attributes="member: 50987"><p>I think you and I agree on this: the definition of what is and is not an attack will become more and more important as the game design moves forward, especially since there are going to be feats that trigger when an attack is made.</p><p></p><p>That is a good assumption...but it is still an assumption (it was not explicitly stated in the playtesting instructions.) And I'm not really trying to be persuasive...people have pretty much already decided whether or not they like the Reaper feat. I just want to make sure that the version of the Reaper that gets into the rules is more or less bug-free.</p><p></p><p>First, we haven't been given any rules yet. What we have been given is a set of instructions, five characters, and an adventure module. We are instructed to playtest the mechanics we were given, and to make judgment calls where problems are found. We don't know what the rules look like because they haven't been written yet...so in absence of rules, I am defaulting to my current rules set to resolve issues. Using judgment is best, of course, but it isn't scientific since it varies from tester to tester.</p><p></p><p>I was a video game playtester for a while back in the 90's. The job was pretty simple: mash buttons until I break the game, then write it up. That's what I'm doing here. I'm not playing the game; I'm play<em>testing</em> it. I'm mashing buttons until I break it.</p><p></p><p>I'd add ranged attacks to that as well. If they restrict Reaper to just melee weapon attacks, it squashes every single one of these bugs.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5935628, member: 50987"] I think you and I agree on this: the definition of what is and is not an attack will become more and more important as the game design moves forward, especially since there are going to be feats that trigger when an attack is made. That is a good assumption...but it is still an assumption (it was not explicitly stated in the playtesting instructions.) And I'm not really trying to be persuasive...people have pretty much already decided whether or not they like the Reaper feat. I just want to make sure that the version of the Reaper that gets into the rules is more or less bug-free. First, we haven't been given any rules yet. What we have been given is a set of instructions, five characters, and an adventure module. We are instructed to playtest the mechanics we were given, and to make judgment calls where problems are found. We don't know what the rules look like because they haven't been written yet...so in absence of rules, I am defaulting to my current rules set to resolve issues. Using judgment is best, of course, but it isn't scientific since it varies from tester to tester. I was a video game playtester for a while back in the 90's. The job was pretty simple: mash buttons until I break the game, then write it up. That's what I'm doing here. I'm not playing the game; I'm play[I]testing[/I] it. I'm mashing buttons until I break it. I'd add ranged attacks to that as well. If they restrict Reaper to just melee weapon attacks, it squashes every single one of these bugs. [/QUOTE]
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(More) Problems with the Reaper Feat
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