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<blockquote data-quote="Coredump" data-source="post: 2304430" data-attributes="member: 6939"><p>I understood you, but was unclear, so I will try again. It is the same idea that Someone wrote about, but with different numbers.</p><p></p><p>I was using a different example. In my example, the fighter needed an 11 to hit. That means he will hit exactly half of the time. Each *hit* does 19 points of damage, but since he misses half of the time, each *attack* will be do 9.5 points of damage.</p><p></p><p>Now he decides to Power Attack. So now he is doing *29* points of damage. But now he needs a 16 to hit. That means he will hit 1/4 of the time. Each *hit* does 29 points of damage, but since he misses 3/4 of the time, each *attack* will do 7.25 points of damage.</p><p></p><p>So if the fighter was entering a room of creatures needing an 11 to hit, he will do MORE damage by NOT using PA.</p><p></p><p>Using Power attack, *looks* cool, but often isn't a help. And when it is a help, it isn't much of a help.</p><p></p><p>Lets look at your original example. As Someone shows (using the same process I just used.) even when the fighter only needed a 1, using power attack made his *average damage* increase by only 2 points. So in this case, power attack helps.... about as much as weapon specialization.</p><p></p><p></p><p></p><p> Personally, I am more likely to nerf the 'alternate publishers' than core. Plus, the changes I mentioned will work or all of them anyway. It just keeps WWA area of effect the the original size. Exactly. This is a game, it is not a simlulation of real life. There have been lots of 'shortcuts' and such to make the game flow more smoothly. </p><p></p><p> Okay, but you are looking at it in a vacuum. It is not 'one' feat, it is the culmination of *5* feats. But you don't really benefit from the ones before it much. Again, if a fighter has 6 feats to spend, getting WWA is *not* the most powerful thing he can do. </p><p>If my mage wanted to design a spell, and at its 'optimum' casting, it would do 48D6 damage per caster level, would you allow it? That spell is Lightning Bolt. Why keep LB and nerf WWA?</p><p> Or... keep WWA, and keep SChains, but say that WWA can only work within 5'. You can keep both, but the uber *combination* doesn't work. (I say keep them both and try it for awhile.)</p><p></p><p> It is a game, and game balance is important. There are other things that are ignored also.... as long as it balances out....</p><p></p><p></p><p>First, even doing 2X, the advantage isn't nearly as big as it 'looks'. Second, there is some evidence that PA was originally intended to follow the STR model. 0.5X/1X/1.5X for offhand/primaryhand/bothhand attacks.</p></blockquote><p></p>
[QUOTE="Coredump, post: 2304430, member: 6939"] I understood you, but was unclear, so I will try again. It is the same idea that Someone wrote about, but with different numbers. I was using a different example. In my example, the fighter needed an 11 to hit. That means he will hit exactly half of the time. Each *hit* does 19 points of damage, but since he misses half of the time, each *attack* will be do 9.5 points of damage. Now he decides to Power Attack. So now he is doing *29* points of damage. But now he needs a 16 to hit. That means he will hit 1/4 of the time. Each *hit* does 29 points of damage, but since he misses 3/4 of the time, each *attack* will do 7.25 points of damage. So if the fighter was entering a room of creatures needing an 11 to hit, he will do MORE damage by NOT using PA. Using Power attack, *looks* cool, but often isn't a help. And when it is a help, it isn't much of a help. Lets look at your original example. As Someone shows (using the same process I just used.) even when the fighter only needed a 1, using power attack made his *average damage* increase by only 2 points. So in this case, power attack helps.... about as much as weapon specialization. Personally, I am more likely to nerf the 'alternate publishers' than core. Plus, the changes I mentioned will work or all of them anyway. It just keeps WWA area of effect the the original size. Exactly. This is a game, it is not a simlulation of real life. There have been lots of 'shortcuts' and such to make the game flow more smoothly. Okay, but you are looking at it in a vacuum. It is not 'one' feat, it is the culmination of *5* feats. But you don't really benefit from the ones before it much. Again, if a fighter has 6 feats to spend, getting WWA is *not* the most powerful thing he can do. If my mage wanted to design a spell, and at its 'optimum' casting, it would do 48D6 damage per caster level, would you allow it? That spell is Lightning Bolt. Why keep LB and nerf WWA? Or... keep WWA, and keep SChains, but say that WWA can only work within 5'. You can keep both, but the uber *combination* doesn't work. (I say keep them both and try it for awhile.) It is a game, and game balance is important. There are other things that are ignored also.... as long as it balances out.... First, even doing 2X, the advantage isn't nearly as big as it 'looks'. Second, there is some evidence that PA was originally intended to follow the STR model. 0.5X/1X/1.5X for offhand/primaryhand/bothhand attacks. [/QUOTE]
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