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Thinking about Power Attack
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<blockquote data-quote="Kahuna Burger" data-source="post: 3969468" data-attributes="member: 8439"><p>I perceived the changes to PA (disallowing it for light weapons and the double reward for 2 handed) as a mistake. The logic I heard was "We wanted this feat to represent a brutal fighting style, but finessed fighters and two (light) weapon fighters get "more"* out of it than the two handed charging barbarians! Let's make it so it doesn't work for almost any finesse or two weapon fighters and is twice as good for 2 handers!" </p><p></p><p>*"more" in this case being defined as "increases their damage by a greater percentage <strong>because their damage starts out lower</strong> but gives the same actual increase."</p><p></p><p>Now, the other way to look at the 3.0 situation would have been "This feat is allowing characters with 1-3 feats sunk into their preferred fighting style to start to catch up with characters who require no starting feat investment but get an automatic greater damage output. Sounds good to me, but maybe we should change the flavor a bit to reflect the multiple ways it turned out to be used."</p><p></p><p>Because I prefer a system which doesn't penalize players for style choices (such as weapon choice) I was displeased with the choice they made. And making the feat even more dependent on a style distinction (high str vs high skill) would be even less pleasing to me.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 3969468, member: 8439"] I perceived the changes to PA (disallowing it for light weapons and the double reward for 2 handed) as a mistake. The logic I heard was "We wanted this feat to represent a brutal fighting style, but finessed fighters and two (light) weapon fighters get "more"* out of it than the two handed charging barbarians! Let's make it so it doesn't work for almost any finesse or two weapon fighters and is twice as good for 2 handers!" *"more" in this case being defined as "increases their damage by a greater percentage [B]because their damage starts out lower[/B] but gives the same actual increase." Now, the other way to look at the 3.0 situation would have been "This feat is allowing characters with 1-3 feats sunk into their preferred fighting style to start to catch up with characters who require no starting feat investment but get an automatic greater damage output. Sounds good to me, but maybe we should change the flavor a bit to reflect the multiple ways it turned out to be used." Because I prefer a system which doesn't penalize players for style choices (such as weapon choice) I was displeased with the choice they made. And making the feat even more dependent on a style distinction (high str vs high skill) would be even less pleasing to me. [/QUOTE]
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