Hypersmurf said:In the same way, if you killed someone with the spikey end of an Urgrosh, I wouldn't let you Cleave with the choppy end.-Hyp.
CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.
You are right about the visual... but you still get that when your target falls below 0... there isn't any need to nerf fighters any more then they are already. All they have is combat... lets leave that alone shall we?? YMMVDrakh said:I have a pet hate for cleave because it can seriously trivialise low level encounters.
To combat this i am starting to use a house rule that cleave will only work if you successfully kill the creature outright by reducing its HPs to -10 (or -con if you use that rule)
The visual aspect of cleave is that someone swings their weapon and in the same motion slices through one opponent and into the next and i like to keep this in mind when i describe this in my adventures.
Well, some BBEG spellcasters would run roughshod over these guys... mix up the encounters a little more.Drakh said:My problem with it is that our groups mentality and play style has led to 50% + of the groups makeup includes fighters and rogues. Almost all those either take bow specialist (another thing i personally hate about the current system) or power attack and cleave as their first 2 feats.
Wizards and sorcerers are a rareity in my groups play and if they do take an arcane caster they still find it advantagous to take a few levels of fighter too.
And its not just at first level - when you have 5th level characters still oneshotting creatures (multiclass fighter/rogues can dish out 20+ damage very easy), then cleaving into the next, encounter after encounter, while the wizard in the group is lucky to find an opening to use the one or two fireballs he has memorised without hitting the fighters charging head long in.
Ive been thinking its because of the general high power of play our group normally does (we rarely play games beyond 7th level characters and most characters total stat modifier ranges from +7 to +14!) and im planing a more low powered approach in the future - but for now i will be putting a limit on feats i see being abused in my games.
Cleave shouldn't be making every encounter easy to win. You can't cleave a dragon (unless there are two dragons). You can't cleave a wizard standing 50 feet away while you're busy cleaving through the mooks all around you.Drakh said:And its not just at first level - when you have 5th level characters still oneshotting creatures (multiclass fighter/rogues can dish out 20+ damage very easy), then cleaving into the next, encounter after encounter, while the wizard in the group is lucky to find an opening to use the one or two fireballs he has memorised without hitting the fighters charging head long in.
Drakh said:The visual aspect of cleave is that someone swings their weapon and in the same motion slices through one opponent and into the next and i like to keep this in mind when i describe this in my adventures.