CapnZapp
Legend
I would ask you the opposite - I'm guessing you have some sort of table rule allowing a player to roll all his attacks and their damage, and only then pick the savage one to reroll?From your review, I'm guessing that you have some sort of table rule requiring attacks to be rolled one at a time?
Extra d6 damage a round is quite good. Might want to consider it Sneak attack, or increasing the dice size, but only on crits etc.
In other words, yes, I have been evaluating the feat from the perspective that you handle one attack at a time.
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Extra d6 damage is +3.5 damage per round. Or a net bonus of just above +2 once you factor in the ASI you didn't take.
This isn't much better than the original feat, but it's much faster in play - you don't add the decision point "do I reroll?", you simply add the extra damage to the attack you want to make "savage".
It also benefits all weaponry equally. I like how the feat enables a dagger or a club to be actually scary.
You don't need to add it to the first successful attack, but if you don't you do risk losing out by missing all other attacks.
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Not sure what you mean by your suggestions.
Making it sneak? Do you mean it should only apply on sneak attacks? Or do you perhaps mean it shouldn't be considered weapon damage, and thus not double on a crit?
What do you mean by increasing the damage die? Yes I could turn a d4 into a d10 for the same benefit, but how do you increase the damage die of the d10's and d12's that are most likely to be used with this feat? (You'd add a separate d6, that's how )
Sorry if I'm dense, but please explain again.