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D&D Older Editions, OSR, & D&D Variants
The math behind power attack and why it needs to be redone in 4e
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<blockquote data-quote="Najo" data-source="post: 3908210" data-attributes="member: 9959"><p>Agreed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I have never taken cleave for that very reason. </p><p></p><p>Cleave should look like this:</p><p></p><p><strong>Cleave</strong></p><p>You can follow through with powerful blows.</p><p><strong>Prerequisites: </strong> Str 13, Power Attack</p><p><strong>Benefit:</strong> If you deal a creature enough damage to make it incapacitated (typically reducing it to below 0 hit points or kilingl it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that incapacitated the previous creature. If there is no creature within melee range, you may take an additional 5-foot step instead. You can use this ability once per round.</p><p></p><p>That way, at least it gives something back for being so situational.</p><p></p><p>Note: I am not condoning that every feat should always have a non-situational use. But feats that are almost entirely useless based on the play style of your GM or players should be weighed if they are good enough.</p><p></p><p>For example, turn undead and favor enemy are entirely useless if you Gm doesn't include undead or the favored enemy. Because of this, they are not considered as valuable class features when compared to others by the designers. Cleric's main value is decent fighting, good support, great healing and moderate other spells. Turning undead is not really counted in its class features when balancing it.</p><p></p><p>If you don't throw hordes of creatures at your players or if your players don't use alot of manuvering to gather creatures together, then cleave becomes dead weight. It shouldn't be that dependant on the game environment and still cost a whole feat. The 5 foot step allows the melee fighter to close the gap, and stays in theme with the momentum moving them forward and causing a powerful strike that can fell 2 foes.</p></blockquote><p></p>
[QUOTE="Najo, post: 3908210, member: 9959"] Agreed :) I have never taken cleave for that very reason. Cleave should look like this: [B]Cleave[/B] You can follow through with powerful blows. [B]Prerequisites: [/B] Str 13, Power Attack [B]Benefit:[/B] If you deal a creature enough damage to make it incapacitated (typically reducing it to below 0 hit points or kilingl it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that incapacitated the previous creature. If there is no creature within melee range, you may take an additional 5-foot step instead. You can use this ability once per round. That way, at least it gives something back for being so situational. Note: I am not condoning that every feat should always have a non-situational use. But feats that are almost entirely useless based on the play style of your GM or players should be weighed if they are good enough. For example, turn undead and favor enemy are entirely useless if you Gm doesn't include undead or the favored enemy. Because of this, they are not considered as valuable class features when compared to others by the designers. Cleric's main value is decent fighting, good support, great healing and moderate other spells. Turning undead is not really counted in its class features when balancing it. If you don't throw hordes of creatures at your players or if your players don't use alot of manuvering to gather creatures together, then cleave becomes dead weight. It shouldn't be that dependant on the game environment and still cost a whole feat. The 5 foot step allows the melee fighter to close the gap, and stays in theme with the momentum moving them forward and causing a powerful strike that can fell 2 foes. [/QUOTE]
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The math behind power attack and why it needs to be redone in 4e
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