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Power Attack too useful? When is it NOT taken?
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<blockquote data-quote="ForceUser" data-source="post: 2205460" data-attributes="member: 2785"><p>3.5 Power Attack seems overpowered due to its damage potential, but it's not. The big limitation is the fact that it is a melee-range option. Many big, power-attacking warriors aren't incredibly mobile, and unless your campaign spends a vast majority of its play time in cramped dungeon corridors, it won't be an overpowering feat because the warrior will be spending half the fight just jockeying for position with his foes. Our campaign is about 80% wilderness encounters, 20% dungeon, and let me tell you--between the wizard and the archer in the party, my dwarf fighter feels really ineffective in a lot of encounters because he spends most of his time running toward distant foes who often die before he arrives, thanks to the artillery in the group. Sure, my character can down a hill giant in a single full attack thanks to a nice falchion/Improved Critical/Power Attack combo, but it just doesn't happen all that often due to his lack of mobility. It sure is fun power attacking for 10 and popping a giant for 2d4+25 though (4d4+50 on a crit).</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="ForceUser, post: 2205460, member: 2785"] 3.5 Power Attack seems overpowered due to its damage potential, but it's not. The big limitation is the fact that it is a melee-range option. Many big, power-attacking warriors aren't incredibly mobile, and unless your campaign spends a vast majority of its play time in cramped dungeon corridors, it won't be an overpowering feat because the warrior will be spending half the fight just jockeying for position with his foes. Our campaign is about 80% wilderness encounters, 20% dungeon, and let me tell you--between the wizard and the archer in the party, my dwarf fighter feels really ineffective in a lot of encounters because he spends most of his time running toward distant foes who often die before he arrives, thanks to the artillery in the group. Sure, my character can down a hill giant in a single full attack thanks to a nice falchion/Improved Critical/Power Attack combo, but it just doesn't happen all that often due to his lack of mobility. It sure is fun power attacking for 10 and popping a giant for 2d4+25 though (4d4+50 on a crit). :D [/QUOTE]
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Power Attack too useful? When is it NOT taken?
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