Storminator said:
Doesn't that make Knockdown REALLY good? I mean, you almost can't help but do 10 points of damage (especially with 3.5 power attack), and you'll be tripping everything in sight.
Given that Knockdown is the third feat in a chain,
shouldn't it be REALLY good?
Compare Knockdown (combat expertise/improved trip/KD) to Whirlwind Attack (dodge/mobility/WW). Right now, with a reach weapon, the WW attacker can get an absolutely HIDEOUS number of attacks when surrounded. At no risk.
Alternately, compare it to Spring Attack. Up, whack, and away -- and noAoO from your target for yoru movement. Pretty darned HANDY, if you ask ME.
Knockdown is at a similar position, and frankly, it's prerequisites are comparatively HARDER to qualify for for most archetypal fighters (the archetype being "big, not-so-bright BRICK with lotsa stength and hitpoints out the wazoo"); most of them won't have the requisite 13+ intelligence, and even then, will possibly consider the Expertise to be a waste -- or just takeit as a "gateway" to better things.
flamepulse wonders:
so then whats the point of taking improved trip if you dont get a bonus attack like it states?
Uuuuuh ... as a prerequisite for Knockdown?
flamepulse protests:
so someone creating a character that is based on a specific form of combat is pure 100% munchkin, no additives?
Well,
I don't think so. I've got a Halfogre Exoticist (form the recent DMG), who wields a Duom, has Large and In Charge, and Knockdown. Two more levels of Exoticist, and I qualify for Weapon Master ... *grin* ...
i created this character to do one thing, and thats trip and all the goodies that go with it. i dont plan on useing 2 weapons or making 47 attacks in a round, i was going to focus on taking feats that help my ability to trip and take out the opponents in that fashion.
Whichis quite valid. Many actual martial arts focus on the concept of trying to put your enemy off-balance, or even knock them prone, before the "real" attacks begin.
it was somthing that i never saw anyone do, 99 percent of the [players] out their that use fighters take power attack cleave and any other feat that adds to damage or to hit with [thier] greatsword or whatever generic weapon they use.
Yep.
That would be the archetypal "thud and blunder" fighter.
i thought the halberd is a weapon you dont see used very often and thought it would be fun to play.
I agree, which is why
my halfogre picked the Duom, instead of the default spiked chain.
but i guess if making a character you thought was unuiqe and creative is silly then what is making hte generic fighter that you see in every gaming group?
[sarcasm] ... "good role-playing" ... ?[/sarcasm]
The only flaw I see, is your comment:
still doesnt make sense to me why it would work, but i guess rules are rules. ill jsut have to rethink my feat paths for htis character, maybee take some toughness instead of knockdown.
... in response to Hypersmurf pointing out the FAQ disallows a fre follow-up on the free trip form the heavy hit.
Seriously -- isn't it enough that they've been knocked on their arse (giving you a +4 for the NEXT attack in your full-attack routine), and have to spend an MEA to stand up (preventing them form full attacking you BACK) ... ?
Knockdown as-is is an okay feat, worth taking if it fits your style.
Knockdown as-is,
and without counter-tripping, makes for an excellent goal within it's style. And it makes sense, since you're LITERALLY hitting them so hard, they get ... well ...
knocked down. 