Bringing a knife to a swordfight.

comrade raoul said:
So thanks for the really quick and helpful feedback!I think the comparison is apt, but I'd say Bear Fang is a slightly stronger feat: it offers a chance to grapple without provoking attacks of oppportunity without having to take Improved Grab (and thus the mostly-useless Improved Unarmed Strike), and it lets you use it with a somewhat stronger set of equipment (an axe and a dagger, instead of a dagger by itself). In both cases, you're basically wasting a feat (Weapon Focus (dagger) for Bear Fang, Improved Unarmed Strike for Vicious Knifefighter), and while you can get VK a little earlier, I don't think that's much of a problem.

A bunch of you have also been suggesting that you should get a free dagger attack after the successful grab, rather than the other way around, so that the feat is parallel to Improved Trip. I think this makes sense, but I'm more interested in it the other way around: initiating a grapple is a big risk (you can easily fail to grab on to your opponent, which means you waste a valuable melee attack), and I wanted to try to let dagger wielders go for the grapple for free: so that once you hit with the dagger, you can try to grapple at no opportunity cost. The other version increases the payoff of grappling (you also get a dagger attack), but doesn't reduce the risk, and it's not immediately clear whether that advantage justifies sinking two feats (VK and Weapon Focus) into what was initially a very suboptimal combat style (again, a lone dagger).

So this version might be overpowered, but I'm hoping--again, because the dagger is weak by itself, you can get away with a lot!-- it's not that bad. If it works, it gives the player a big incentive to grapple a lot, which I think can could yield a very interesting change from the normal pace of D&D combat.
I completely agree with the above. Among other things, it's just cool to envision a burly berserker pulling a dagger and leaping upon his foe in a flurry of vicious stabs.
I like Razor Fiend, too; I think it's cool and flavorful, and my first thought was actually indeed to try to adapt a version of it. But then I thought that there were basically two things a feat like Razor Fiend might be good for: it might help rogues get more sneak attack damage in, and it might help fighters increase their overall damage output.
You missed the point. The point of Razor Fiend (which stacks with TWF if that's your character's style) is to make the dagger an effective weapon selection (including kukris and punching daggers). You don't do as much damage per attack as other characters but you do enough attacks that you make up the difference.

Characters with sneak attack, or those specialized in the dagger, get the most benefit out of the choice but they are far from the only ones that can benefit from it.

As for adaptation, what's to adapt?


Deceptive Strike is a no-brainer for Rogues that specialize in daggers. +2 on the attacks that deal SA damage? Heck yeah! If Weapon Focus didn't have a BAB requirement then it would be obviously too good. As it is, it's a choice between Weapon Focus and then Deceptive Strike or Weapon Finesse at third level.
Generally, no-brainer feats are too good. Generally.
 

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Shouldn't deceptive strike require ranks in Bluff? Perhaps make Improved Feint as a prereq as well. If you delay taking the feat, then it becomes less of a "no-brainer."
 

Again, thanks so much for the thoughtful and extended feedback. This is the kind of discussion that everyone who posts to House Rules wishes for and almost never gets.
Quartz said:
And both should be [General, Fighter]
Right on. I was lame for not paying attention to that.
ValhallaGH said:
You missed the point. The point of Razor Fiend (which stacks with TWF if that's your character's style) is to make the dagger an effective weapon selection (including kukris and punching daggers).
I don't think I missed that point, although maybe I didn't express my thoughts about it that well. I don't want to implement feats that let dagger wielders do as much damage, in standard circumstances like full-attack actions, as sword or axe wielders. I want to preserve the superiority of larger, one-handed weapons as the overall most conventionally damaging options. After all, the King's Guard should train with swords or axes (or maybe halberds), not daggers. I definitely didn't get that across that well. Instead, I want to make daggers an effective choice, but still a specialized one. Dagger-wielders are a distinct minority, even in fantasy contexts. They're traditionally aimed at brawlers or roguish types, not straight-up front-line fighters, and that's what I wanted to preserve. A feat that just gives dagger wielders a way to do as much damage, under most circumstances, as swordfighters compromises that distinction.

Again, a tough fighter or barbarian with Vicious Knifefighter or a rogue with Deceptive Strike should still, however, be satisfyingly badass. There's more than one way of being "effective."

(This is part of why I included that long discussion about damage output. The problem with feats that boost your overall damage on something like a full attack is that the more feats they have, the more complicated your choices get. Suppose you're interested in maximizing the damage you do on a full attack; you don't really care which weapons you use. Do you go for Razor Fiend, Two-Weapon Fighting, or Weapon Specialization? If you go for two, which too? There's an objective right answer--you just have to do your math and make (hopefully) plausible assumptions about your Strength and equipment--but is the game really made more interesting by getting players to do that math?)

If you don't have this concern, though, Razor Fiend might work great for you. I wouldn't allow it, though, for these reasons, but I certainly don't think allowing it would break the game (though I do think it's a potentially pretty powerful feat).
Quartz said:
The Deceptive Strike feat is too good - it's an auto-pick for Rogues. Maybe trade 1d6 of SA damage per +2 to hit? Sort of like Power Attack for Rogues in reverse.
Is it an auto-pick for rogues, or just rogues who specialize in daggers? (Remember that specializing in daggers is ordinarily a suboptimal choice, even for rogues.) I've run some numbers and its overall boost to damage is generally way below Two-Weapon Fighting for most rogues, but maybe Two-Weapon Fighting is on the high end of the spectrum.

(I compared two 9th level rogues, each with Weapon Focus, Str 12 and a 75% chance to hit on their best attack, before applying penalties for two-weapon fighting (for one rogue) or bonuses for Deceptive Strike (for the other). The TWF rogue got a pair of +2 shortswords; the Deceptive Strike rogue got a +3 dagger (slightly more expensive than the pair of swords). Assuming no other bonuses, the TWF rogue averages 41.85 points of damage against a flanked or flat-footed opponent; the Deceptive Strike rogue averages 38.75. If the TWF rogue traded Weapon Focus (shortsword) for Improved Two-Weapon Fighting, his expected damage would go up to 46.55, well ahead of the Deceptive Strike rogue. Note too that a Razor Fiend rogue with a +3 dagger can, all other advantages being equal, expect to do 39.1, so if Deceptive Strike is too strong, so's Razor Fiend--while Razor Fiend only applies on full attacks, it also retains some utility on opponents who retain the benefit of their Dexterity.)

Another way to look at it is in terms of Vexing Flanker, a PHII feat that gives an extra +2 attack bonus on flanking (not opponents denied their Dex bonus), but can be used with any weapon you like (it also requires Combat Reflexes). So it's a bit more limited, and arguably tougher to qualify for, but you can use it with a rapier, or a rapier and shortsword. If you've got Telling Blow, the extra threat range on the rapier can be just as valuable as the extra attack bonus. But maybe PHII feats aren't balanced, and this example's not relevant.) And compare it to:
Lesser Deceptive Strike [General, Fighter]
Prerequisite: Dex 13, Weapon Focus (dagger)
Benefit: When making a melee attack with a dagger against a flanked opponent, or one denied his Dexterity bonus to his AC, you gain a +1 bonus to your attack rolls.
Note that this is straightforwardly worse than Weapon Focus (shortsword). It offers the same increase in accuracy, but only in limited circumstances, and at the cost of a bit of damage. Maybe the stacking redeems it, but I'm inclined to say no. Just think of Deceptive Strike as trading weapon damage and a feat for increased accuracy.

(As far as the reverse Power Attack suggestion goes, taking that option can make it hard to see why a rogue just shouldn't use a shortsword or rapier, and save themselves a perfectly good feat.)
starwed said:
Shouldn't deceptive strike require ranks in Bluff? Perhaps make Improved Feint as a prereq as well. If you delay taking the feat, then it becomes less of a "no-brainer."
This is a good idea. Maybe Sleight of Hand is an even better choice, actually, both to distinguish the feat from feinting in combat and playing up the swift, confusing, now-you-see-it-now-you-don't conception of dagger fighting I'm trying to represent. Also, Sleight of Hand is arguably a more limited (though charmingly flavorful) skill, further balancing the feat.
 
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Here are the revised versions of the feat in light of prior suggestions; I think they're better than the ones posted at the top. Changes are underlined.
Vicious Knifefighter [General, Fighter]
You're a fierce and resourceful brawler, and know how to use a knife to quickly kill an opponent in close quarters.
Prerequisites: Improved Grapple, Improved Unarmed Strike, Weapon Focus (dagger), base attack bonus +1.
Benefit: If you successfully hit an opponent with a dagger, and you have a free hand, you can make a touch attack against that opponent to start a grapple as a free action. In addition, you take no penalty to your attack rolls when attacking with a dagger during a grapple.

Deceptive Strike [General, Fighter]
You can take advantage of your dagger's speed against opponents who aren't prepared for it.
Prerequisites: Dex 13, Weapon Focus (dagger), Sleight of Hand 5 ranks, base attack bonus +1.
Benefit: When making a melee attack with a dagger against a flanked opponent, or one denied his Dexterity bonus to his AC, you gain a +2 bonus to your attack rolls.
 
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comrade raoul said:
I don't think I missed that point, although maybe I didn't express my thoughts about it that well. I don't want to implement feats that let dagger wielders do as much damage, in standard circumstances like full-attack actions, as sword or axe wielders.
OH!
Man, I thought you were trying to be nice to the guys that wanted to be effective but different. Higher feat investment to end at the same power level, rather than higher feat investment to end at a lower power level.

Yeah, if you want to perpetuate the dagger-hate within the rules then Razor Fiend isn't for you.
I want to preserve the superiority of larger, one-handed weapons as the overall most conventionally damaging options. After all, the King's Guard should train with swords or axes (or maybe halberds), not daggers.
1) Maximizing damage with swords and axes takes fewer feats than with daggers.
2) You can power attack with swords and axes, but you can't gain the benefit of Power Attack with a dagger (or any other light weapon) even though you keep the penalty.
3) Getting off ten dagger attacks in one full attack (16+ BAB, three Razor Fiend feats, three TWF feats, add one if using a speed dagger) drops you to a -8 on all attacks. That's not a very efficient means of dealing damage, unless there are weird circumstances involved.


Balance wise, your feats are fine or weak. If someone chooses to invest their precious character resources into those paths then they will be making suboptimal choices (as your own math shows) that are only superior in very special situations.
I am curious to see the numbers on a Rapier rogue versus a Deceptive Strike rogue.
 

comrade raoul said:
Is it an auto-pick for rogues, or just rogues who specialize in daggers? (Remember that specializing in daggers is ordinarily a suboptimal choice, even for rogues.) I've run some numbers and its overall boost to damage is generally way below Two-Weapon Fighting for most rogues, but maybe Two-Weapon Fighting is on the high end of the spectrum.
It's +2 to hit and inflict your sneak attack damage, which far outweighs the base damage of the weapon. Per your description, you only get the +2 bonus when the target is denied his Dex bonus, which is precisely the prerequisite for a sneak attack.
 

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