Lord Tirian said:
I'd rather design it as something like that:
Power Attack
Fighter Attack 1
You swing your weapon recklessly, hoping to crush your foes with raw strength.
At-Will * Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Melee weapon -2 vs. AC
Hit: 2[W] + Strength damage and the target falls prone.
Miss: You provoke an Opportunity Attack from the target.
Due to the penalty to the attack, it's not always optimal to use this, and since this attack punishes failure, it becomes a gamble - sure, you can get extra damage and knock him down, but if you fail, YOU get whacked. Due to the penalty, you only want to do that if you're hitting easily, or feeling desperate/reckless.
Of course, the penalty has to be tweaked and fine-tuned, but that's what we need playtest for.
Cheers, LT.
I like where you are going with this, but it seems like a too much of a gamble for not enough reward.
Something that is a super powerful swing should have some sort of a benefit from a miss, showing that it was such a powerful strike, that even though it did not land solid, it still did something.
Fighter Attack 1
You swing your weapon recklessly, hoping to crush your foes with raw strength.
Encounter * Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Melee weapon vs. AC
Special: Attack provokes AO from all opponents other than the target
Hit: 2[W] + Strength damage and the target falls prone.
Miss: Strength damage and target is Dazed for one round.
This shows the awesome strength of the attack by being an encounter power, doing some damage on a miss, and still having some effect on a miss. It is useful to knock down your opponent and deal a decent amount of damage on a hit, but the recklessness of the assault leaves you open to attacks from others (except the person you are attacking, you who too concerned with you trying to crush him).
Comparing to the other 1st lvl encounter power:
Passing attack: two swings and a shift, so has the potential of dealing 2[w]+2[str], and the second attack is at a bonus to hit, and there is a free movement in there.
This PA: deals [str] less damage, but does it all to one target. Has a knock-down effect on hit, and on-miss effect. Is disadvantaged by the provoking of AOs.
Passing attack is better againt multilple foes that are close together, Power Attack better when everyone is spread out or only 1 enemy is present.