Someone said:
Also note that the feat add another die roll for each blow and that slows the game.
Yeah, we definately noticed the increased amount of die rolls, and reworked the feat after about six rounds.
I playtested this feat last night in a game I ran, and my group and I decided to change the following...
- Change "Whenever you deal 10 or more points of damage to your opponent with a single attack in melee" to "Whenever you score a critical hit against your opponent with a single attack in melee". Basically, Knock-Down is only available on a critical hit.
- The DC of Knock-Down is set using "DC 10 + weapon damage + strength based damage".
- Knock-Down can only be used on creatures one size category larger than you or smaller. So, if you're human, no knocking down huge creatures.
- Power Attack is still a prerequisite, and the increased damage from Power Attack can increase the knock-down DC.
A couple of other things we were considering, but didn't have time to playtest, was modifiying the DC based upon the type and size of weapon you are using. For example, using a slashing weapon reduces the DC by 4; using a piercing weapon reduces the DC by 8
- Slashing weapons reduce the DC by 3.
- Piercing weapons reduce the DC by 6.
- Bludgeoning weapons do not modify the DC.
- Weapons one size category larger than you increase the DC by 2.
- Weapons of the same size category as you do not modify the DC.
- Weapons one size category smaller than you reduce the DC by 2.
Like I said, we didn't have time to playtest this last set of modifications. We kicked those ideas around based on an NPC wielding a shortsword, who managed to knock-down an Ogre on a critical hit just as easily as another NPC wielding a maul (FRCS). It didn't make sense that a shortsword (small weapon) would be just as effective in this regard as a maul (large weapon).
Someone said:
What about making the knockdown an attack that takes a standard action?
Funny enough, we tried that, but we felt that it limited the use of the feat a little too much. Instead, we went with limiting the feat to critical hits. Seems to have worked really well in this regard. We did, however, recognize the possiblity of there being a real problem with Falchions (crit range 18-20), which is why we started kicking around the last set of modifications. A falchion would be manageable because it gives a +2 bonus to the DC for being large, but also gives a -3 penalty to the DC because it's a slashing weapon.
But, like I said, we haven't been able to playtest this part yet. My biggest worry, however, is inadvertantly reducing the effectiveness of a lance (piercing weapon) while mounted. Under the last set of mods, the lance would receive a net penalty of -4.
Anyway, that's what we worked up so far. Thoughts?
