Aust Diamondew
First Post
I house rule to 3.0 power attack. Mostly because I don't like encourage 2 handed weapons so much.
Shadow145 said:Attack is +13/+8 (2d6 + 2 mag + 6 (str)= 2d6+8, avg 15 ) without power attack
Attack is +6/+1 (2d6 + 2 mag + 6 (str) + 7 = 2d6+15 avg 22) with 7 power attack in 3.0
Attack is +6/+1 (2d6 + 2 mag + 6 (str) + 14 = 2d6+22 avg 29) with 7 power attack in 3.5.
Now, he still has to hit
Shadow145 said:I guess in general AC's don't go up as fast as attack bonuses (typically, they kind of plateau out in the mid-20s, don't they?),
Shadow145 said:I keep it as it was in 3.0. The main fighter is still doing a ton of damage. i don't think it has hurt play too much.
That's what I do too. Basically, main hand: 1x power attack; off hand: 0.5x power attack; and both hands: 1.5x power attack.CM said:Before we even switched to 3.5e, the games I played in agreed to limit two-handed power attack bonus damage to 1.5x the attack penalty rather than 2x, just like the Strength bonus to damage. The warriors can still dish it out, and it also helps to limit the obscene damage giants are capable of against low-AC party members.![]()
S'mon said:I think it helps fighters compete with arcane casters, who tend to dominate battles at all levels IME with their area-effect attacks.
It does overshadow other melee styles though.
drothgery said:Heck, Power Attack (even with 2-for-1) is far less useful than it appears at first glance, at least for raw damage-dealing ability. When you're a high-damage-output front-line melee type (high strength, powerful magic weapons, high BAB), the increased chance of missing usually hurts more than you get back in extra damage per successful attack, especially when iterative attacks come into play.