*shrug*
The fact that finding the proper amount to power attack requires creating an equation for expected damage giving constant average damage without power attack, constant target AC, variable power attack to hit modifier and variable damage, then taking its derivative, setting it equal to zero, and solving the question, IS a problem, even if no one does all that work during an actual game.
Power attack accomplishes three things.
1) It gives fighting characters something to do with excess BAB. If you're charging an enemy, you only get one attack per round anyways, and you hit on a -4 or above, you might as well power attack a bit.
2) It lets people simulate wild, crazed swings of an axe, lowering their chance to hit in exchange for a gamble for huge damage.
3) It lets people optimize their damage by power attacking for one or two here or there as the situation merits.
My thoughts on these:
1) Power attack accomplishes the first pretty well.
Personally, I'd rather accomplish the same thing with a rule like this- Feat: Crush. Effect: For every two full points by which you beat a target's armor class, deal one extra point of damage. This bonus applies to all attacks automatically unless you choose otherwise.
2) Power attack is not so great at the second. Frankly, the damage isn't big enough to justify the risk. If I'm going to reduce my chance of hitting by a half, I want to see around a 100% increase in damage. I'd be in favor of a feat that lets a player lower his chance of hitting in exchange for a bonus to damage, but it had better be a BIG bonus. I want it to be a momentous decision that has everyone on the edge of their seat as the player rolls, not a small decision that everyone kind of ignores.
I'd rather see a feat like this: Feat: Demolish. Effect: You may choose to subtract 10 from an attack roll. If the attack hits, you deal triple damage, and the target you strike suffers a Fortitude Stun Attack with bonus equal to your character level plus your strength. Normal rules for multipliers apply. You must choose before you roll the attack.
With a feat like this, everyone knows that your risking a serious chance of missing your attack. But if you hit, its going to be awesome.
3) And while power attack is awesome at the third if you do the calculus, I don't think the third is a good idea. I'd rather that tactical decisions revolve around in game effects, rather than number juggling. I say this as someone who is pretty good at number juggling.
The fact that finding the proper amount to power attack requires creating an equation for expected damage giving constant average damage without power attack, constant target AC, variable power attack to hit modifier and variable damage, then taking its derivative, setting it equal to zero, and solving the question, IS a problem, even if no one does all that work during an actual game.
Power attack accomplishes three things.
1) It gives fighting characters something to do with excess BAB. If you're charging an enemy, you only get one attack per round anyways, and you hit on a -4 or above, you might as well power attack a bit.
2) It lets people simulate wild, crazed swings of an axe, lowering their chance to hit in exchange for a gamble for huge damage.
3) It lets people optimize their damage by power attacking for one or two here or there as the situation merits.
My thoughts on these:
1) Power attack accomplishes the first pretty well.
Personally, I'd rather accomplish the same thing with a rule like this- Feat: Crush. Effect: For every two full points by which you beat a target's armor class, deal one extra point of damage. This bonus applies to all attacks automatically unless you choose otherwise.
2) Power attack is not so great at the second. Frankly, the damage isn't big enough to justify the risk. If I'm going to reduce my chance of hitting by a half, I want to see around a 100% increase in damage. I'd be in favor of a feat that lets a player lower his chance of hitting in exchange for a bonus to damage, but it had better be a BIG bonus. I want it to be a momentous decision that has everyone on the edge of their seat as the player rolls, not a small decision that everyone kind of ignores.
I'd rather see a feat like this: Feat: Demolish. Effect: You may choose to subtract 10 from an attack roll. If the attack hits, you deal triple damage, and the target you strike suffers a Fortitude Stun Attack with bonus equal to your character level plus your strength. Normal rules for multipliers apply. You must choose before you roll the attack.
With a feat like this, everyone knows that your risking a serious chance of missing your attack. But if you hit, its going to be awesome.
3) And while power attack is awesome at the third if you do the calculus, I don't think the third is a good idea. I'd rather that tactical decisions revolve around in game effects, rather than number juggling. I say this as someone who is pretty good at number juggling.