Ahglock said:
If the fix for "power gamers" diminishes the options of the "most players" the fix isn't worth it.
Nearly every potentially good game that has ever failed horribly has been from a point where the rules got pushed by a power gamer. Alot of gamers don't see this, but it is the point where a game collaspes in on itself, from an exploit that was missed. I would bet you name a game with potential and good presentation that failed, and I can show you where its rules were flawed.
Games like D&D and Magic are hard to see these problems because there is so many rules and they are not compiled for bugs like with a computer program, i.e. the game doesn't seize up from bad code. The other factor with hobby games is at any given time a group of players is only seeing a limited section of the rules and then keeping them in short term memory, or long term if they have played long enough. These two factors makes seeing these game hindering mechanics as the dangers as they are hard to do.
Regardless, things like Power Attack (as it is), Bull Rush, Grappling, Polymorph (old version), etc. make the player who is using them stop the flow of the game play, which is bad. These rules are either counter intuitive rules or they require metagaming to get the best effect from them. Rules like these souldn't exist, they hurt the game.
Ironically, most people who are saying they like the feat as is then go on to say that they just power attack for full or that they don't really number crunch the feat. Well, those people are not using the feat to its fullest. They would be happy with a feat that just applied a fixed number as a bonus to damage and a penalty to hit as they would one that gives the perception of choice.
Good games get test driven by explotive players. They are like the test pilot and drivers of the game industry and their work is often under appreciated as the changes made to remove the abuse they find make the rules clearer, intuitive, and more fun.