Pyrex said:
Here's about the closest I'd let it get in one of my games:
Combat Tactics
PreReq: BAB 6+
As a full-round action you may make a single melee attack with a +2 bonus to the attack roll. If your BAB is 11 or higher, you add +5 to your roll.
This means you only get one attack, even if you ordinarily would get 3+. A +5 bonus (or more) is *huge* and should be expensive.
<This should be moved to House Rules IMO>
I like this.
I'd go with +3/+5 rather than +2/+5.
The feat is actually weaker than people think it is. Say you need an 11 to hit with your first attack. With 2 attacks you'd expect .75 hits. With the +3 bonus you'd expect .65 hits.
If you need a 19 to hit and you get two attacks, you'd expect .15 hits. With the +3 you'd expect .25. Net effect is that it only is worth while (for the +3) if you need a 14 or better for a hit with your first attack.
Now trading off for the +5 is actually a bit better and I think helps when you need a 12 or more.
With power attack you can increase the number needed for a hit and get a bit more out of this. But at _best_ it increases your average hits by .10 (.15 if BAB +11 or more). This is a +2 or +3 attack bonus under limited situations.
I'd say make combat expertise (and a +6 BAB) a prereq and the feat is fine as +3/+5. Heck, I'm fine with +1/+3/+5 for BAB=0/BAB=6/BAB=11. You can have the +1 if you take the feat and take a full attack.
It also helps if you have some special attack that has to hit the first time (I know of no such attack, maybe attacking invisibly or something)
Mark
<edit: As originally proposed the feat is very very broken at higher levels>