KarinsDad said:
So, you consider Knockdown balanced as written in S&F?
Yes, absolutely. If it replaces Improved Trip, then the feat should REPLACE Improved trip, not add to it. It
adds no real functionality to the damage atatck + trip attack combination, except tolet you make the damaging attackfirst, and then require you to meet or beat a damage threshold before proceeding to the trip attack.
If the feats chained more along the lines of Cleave / Great Cleave, that would be one thing (where Great Cleave is basically "Cleave and Again"). However, Knockdown is
not "Improved trip, and again".
Hmmm. Strange. That’s like saying that a feat that gives you a free extra swing if you do 10 points of damage is balanced. Because, that’s fairly close to what this feat does.
No.
If your first attack hits, and then
if you do sufficient damage (lets face it, most pre-ELH characters don't have a guaranteed 10+ damage per hit), you have the option of attempting a trip, and
if you succeed at that attempt, you get to attack again;
if that last attack roll connects, you get to do damage again.
So we're lookng at:
? (1) Roll to hit
if successful, proceed to (2)
else terminate sequence
? (2) Roll damage
if damage>9, proceed to (3)
else terminate sequence
? (3) Roll to hit
if successful, proceed to (4)
else terminate sequence
? (4) Roll Opposed Trip
if successful, proceed to (5)
else suffer consequences
? (5) Roll to hit
if successful, proceed to (6)
else terminate sequence
! (6) Roll Damage
I count
six times the entire sequence can be derailed by not getting a good enough roll to proceed. "Suffer consequences" as a reuslt of step (4) refers to teh fact that a failed trip ofteninvolves being tripped, or losing one's weapon(s) where the weapon specifies this as an option.
Neither of those penalties is insignificant; either one surrenders the initiative to the enemy, and he who surrenders the initiative in combat ... typically loses. Often badly.
I don't see how the above sequence is unalanced, and yet ...it's exactly how the feat is presented in
Sword and Fist.
And you nkknow what? I'm willing to bet the Errata for Knockdown came in response to fears of an "infinite loop" combination (knock him down, get free trip, succeed in trip, get free attack,
knock him down, get free trip, succeed in trip, get free attack, knock him down, get free trip, succeed in trip, get free attack,
knock him down, get free trip, succeed in trip, get free attack, and so on and so forth).
I fixed that problem with much better simplicity: prone creatures cannot be tripped. End of loop. End of problem.
Granted, Knockdown does not allow you to do extra damage (if using the errataed version), but it does give you an automatic hit on the follow up trip.
I don't see that. IT allows you to make the attempt, but it does not automatically follow that the to-hit roll is obviated in regard to the trip attack.
Cleave only gives you an extra attack if you drop your opponent. Plus, you need an additional roll to hit on the free swing. Most characters at that number of feats can generally do 10 more points of damage more often than they can drop a foe.
The Cleave or Great Cleave attacks canbe against anyone; Knockdownand Improved Trip attacks have to be against the same target. Otherwise, Improved Trip itself allows a Whirlwind-like attack on everything in reach (not just within 5', if you have a Spiked Chain), as oen trip allows you to try for another, on a
different foe. More restricted target ---> better frequency of use = balance.
So, compared to Cleave, the non-errata version of Knockdown will not only give you an extra attack, but that attack will be at +4. And, any remaining attacks that round from you or allies will be at +4. And, your prone opponent cannot do a full round attack next round against you.
Improved Trip already gives you that attack, and all subsequent attacks, at +4. Errata'd, there is a LOT less reason to bother with Knockdown.
Power-wise, Knockdown (as written in S&F) is vastly more potent than Cleave.
Well it shoudl be at least
somewhat better. Cleave is second step in a feat chain; Knockdown is the THIRD step. Knockdown is better compared to Great Cleave.
I disagree on it being "vastly" better, as cleave works with anything, and only certain weapons can even
attempt a trip attack.
In fact, even with the errataed version of no free swing, it is more potent than Cleave.
I disagree, bu regardless, it
should be better. Again, it's the third in a chain (Expertise -- Improved Trip --
Knockdown) versus the second in a chain (Power Attack --
Cleave -- Great Cleave).
Just the fact that once you get a full round attack against a same sized creature (for the most part) will tend to result in an eventual trip in that round, hence, further attacks in that full round attack are at +4. Plus, your opponent cannot full round attack back due to having to use up a move equivalent to attack back.
You DO realise, a failed trip attack screws the trip-er over, landing either
him or
his weapon sprawled at the trip-ee's feet?
Improved Trip and Knockdown inherently involve a greater degree of
risk than Cleave or Great Cleave, so that also justifies anincrease in power level.
In my mind, that alone justifies Improved Trip beign better than Cleave (which it is), and pre-errata Knockdown being better than Great Cleave (which it is, but only
pre-errata).
Many attacks against one is virtually like having some form of Improved Haste on the character with Knockdown.
Knockdown with the errata is worth about 2 normal feats. Knockdown without the errata is easily worth 3 normal feats. It’s just that powerful.
No, I strongly disagree; the reasons are spelled out above, but to summarise:
One, Knockdown shoudl be compared to Great Cleave, as both are the third in a three-feat chain. Comparing the third feat in a chain to the second, and you are AUTOMATICALLY biasing the comparison.
Two, Improved Trip and Knockdown are more restricted in which weapons allow their use, than Cleave or Great Cleave; only certan weapons can be used to make Trip attacks, therefor, the feats should get some degree of enhanced perceived power to comensate. You can cleave with anything, but you can't
trip with anything.
Three, trip attacks carry a certain degree of risk; in the event of a failure, either the attacker accepts being tripped themselves, or, the atatcker surrenders their weapon, and drops it. This heightened tactical risk also justifies anenhancement to the perceived power level of the feats. Taken with two above, this justifies a qite significant power increase in relation to the power atatck / cleave / great cleave chain.