neceros
Adventurer
Particle_Man said:PA for 1, get +1 DA
PA for 3, get +9 DA
PA for 9, get +81 DA
I voted for you.
Particle_Man said:PA for 1, get +1 DA
PA for 3, get +9 DA
PA for 9, get +81 DA
Cadfan said:I see two possible flaws.
1: It instantly tells you enemy armor class. You roll a modified 28 and your DM says you do 5 extra damage, and you know you're attacking AC 23. I'm not sure that bothers me, personally. AC is something a character ought to at least roughly understand, alongside how injured an opponent is, whether enemies are in range of spells and ranged attacks, etc.
2: It doesn't scale so well by level. At low level it would be pretty sweet. If you're attacking at +10, and your typical foe has AC 15 and 20 hit points, this is a pretty cool feat. If you're attacking at +30 and your typical foe has AC 35 and 100 hit points, its not really very good.
But I like the start.
Najo said:That is an issue with #2. So it needs a cap then. How about this:
Power Attack
Pre: str 13+
benefit: You may make a power attack as a standard action. To use power attack, make a single melee attack as normal. If you hit, power attack deals a damage bonus equal to the amount your attack roll is greater than your opponent's armor class, but no greater than your base attack bonus. If you miss, your opponent may make an attack of opportunity against you. You may only make one power attack per round.
or:
Power Attack
Pre: str 13+
benefit: You may make a power attack as a standard action. To use power attack, make a single melee attack as normal. If you hit, power attack deals a damage bonus equal to half of your base attack bonus, rounded up. If you miss, your opponent may make an attack of opportunity against you. You may only make one power attack per round.
Cadfan said:The first one looks too weak now. Who wants to gamble getting stabbed for a chance to do maybe four points of extra damage at level four? I don't think it really needed a cap at lower levels, I think it needed a higher ceiling at higher levels.
The second looks balanced, but it doesn't really satisfy the "grants a bonus for having extra BAB" criteria.
What about something like,
Feat: Power Attack
Prerequisite: Str 13+
Benefit: If you exceed your targets armor class by at least 5 with a strength based melee attack, you deal additional damage equal to your strength bonus.
This doesn't meet the "take a risk to deal extra damage" criteria, but it does convert excess BAB into useful damage, as well as reward players for having a high strength score.
And there's no reason the game can't have more than one power-attack-like feat.
Najo said:Actually, here's your chart:
to hit %hit av (9.5) two hand
15 85% 8.075 8.075
14 80% 8.4 9.2
13 75% 8.625 10.125
12 70% 8.75 10.85
11 65% 8.775 11.375
10 60% 8.7 11.7
9 55% 8.525 11.825
8 50% 8.25 11.75
7 45% 7.875 10.575
6 40% 7.4 8.6
I was putting the fighter up against a strong melee challenge, but lets go with your hitting 85% of the time, although 75% is more likely.
The first thing I notice is there never really is a gain with one handing power attack still. Even though we placed the fighter against a much lower AC, all he gets for his troubles is more random hits and an avergae increase of .675 damage at best. Taking weapon specialition is a better choice, in fact that feat looks like:
to hit %hit av (11.5)
15 85% 9.775
That is with no minus either, it out performs power attack on every level, except the middle of the curve with two handed weapons.
Now, power attack is going to give more random swongs, and yes, it could get lucky. But we can't accurately analyize the math behind the feats by assuming chance is always going to be in our favor. We have to go off averages.
You call me insane. But here are my points:
1) power attack doesn't play the way it advertises, my chart and may version of your chart proves that. At best, you get +2 damage out of it in a blue moon.
2) Knowing how to use it well is broken. Crank up the to hit bonus, attack low AC creatures, use two hand weapons, have high strength and low average damage and then take a penalty that either keeps you hitting on a 2+ or doesn't turn your average damage against you. Once you do this, power attack throws out a sick amount of damage. Find a way to get true strike on you and you have a way to do a +40 bonus to damage too.
3) Those who are power attacking for very little every now and then ARE NOT DOING ANYTHING. Those who are doing it for a lot, ARE HURTING THEIR GROUP and missing all the time.
4) Power attack is a low level feat, attainable at first level. It is virutally useless for a first level character. It is virtually useless until your in the mid range of level 8 - 12. With that, it is confusing for a new player to understand.
5) Power attack's crunch doesn't fit its fluff. It feels more like a aimed strike of some sort. Not a hard hitting violent swing.
6) Power attack's purpose is to convert extra attack bonus into damage and help over come DR, hardness, or kill high hit point monsters quickly. It only does this if you min/max the character for it. It shouldn't be that hard to get the feat to work. It should just do what it says.
7) The designers have come out and denouced the feat for all the reasons I am saying. Doesn't that count for something?
You try to make me look like the insane one. But you are ONLY focusing on my table of 50%, and avoiding ALL of these other issues. You even went so far to assuming what my own DMing and playing experiences are. Well, we can use the new table from here. It doesn't change much, if anything. What do you have to say about the other points?
Lets keep this friendly. The personal attacks are unnecessary please. How do you know I wasn't in a mental hospital in my torrid past or having psychological issues I am heavily medicated for![]()
That and the mods gave me your home addressand the doctors took me off the meds
![]()
Anyrate, lets play nice and have a mature discussion.
OpusLich said:As someone who just happened across this thread and signed up on this forum the day before yesterday, I'm not familiar with the chart you're using. Feel free to explain away.
I was showing in my 'chart' that the average damage (multiplying average damage on a hit by percentage chance to hit) would give a total of 8.075 per swing without Power Attack, and 8.7 per swing with Power Attack. (on a lowly longsword)
8.7 is better than 8.075, is it not?
That means over an average 20 swings (rolling each number 1-20 exactly once) you would get a total of 161.5 without Power Attack, and 174 with Power Attack.
Maybe it's me that's insane, then, but 174 is better than 161.5 in my little edge of the world.
The difference switching to a two handed weapon is even greater.
229.5 vs 282 (using a great ax 1d12 + 7 vs 1d12 +17)
More importantly, adding in criticals increases the gap even more.
Just to illustrate what that difference between non PA and PA is, .625 is better than adding a pip to your weapon die... eg 1d8 becomes 1d9. And before you say that's not as good as Weap Spec, this is A) a 1st lvl feat vs a 4th lvl feat, and B) a demonstration on a longsword. When using a great ax, the difference per swing is 2.625.... which is better than WS.
And again, this is assuming you're leaving PA on all the time, from 1-20. If, like I've been saying, you're playing with a modicum of intelligence, you're limiting the range of when you use PA, which increases the difference in damage output between a fighter who has PA and one who doesn't... and your difference in damage just scales up even more.
So I guess I just really don't understand your argument (along with your chart).
As far as comparing Power Attack to Weapon Spec, or any other Feat, that's spurious logic at best. Any fighter worth talking about is going to have both PA and WS, and pretty much any other Feat you'd throw into the equation.
As far as PA being available at first level and confusing the newbs. Umm... ok. If that's the only thing confusing the newbs, they're in good shape.Seriously, I've shown above that you actually DO do more damage with PA, so it's not misleading at all.
Correct me if I'm wrong... it is, after all, after midnight, and sleep is near.
Particle_Man said:Is the PA optimization formula something like:
[21 + total Attack bonus - enemy AC - average damage (after DR)], all divided by 2
for one handed weapons, and
[21 + total attack bonus - enemy AC - (average damage (after DR) divided by 2)], all divided by 2
for two handed weapons?