llamatron2000
First Post
Harm said:Option 6: Instead of adding 1 or 2 damage per base attack, add 1d6 just as if it was a wizard spell and don't make it reduce the base attack. Also make it be able to hit out to 400 feet + 40/level, and damage everything in a 20 foot radius. Also at level 7 give melee "Assay Armour" which lets them as a swift action completely ignore armor and damage reduction of a target with no save for 1 round/level. Make Shock Trooper and other feats instead of multiplying to cause an attack to do maximimum damage on a hit or to roll 50% more damage dice, once per day per 2 levels above 9th, unless they spend a relativly small amont of money on a "metacombat rod" which will let them do it 3 additional times per day per rod.
Sir, I think you need to crack open the BO9S.
Now...fighters aren't wizards. and we don't want them with the same flavor. Power attack's main problem, as has been shown before is the obscene amounts of -consistent- damage it can do. However, I think that this is the fighter's biggest theme. Consistency. While other classes can dish out in their specialty, the fighter is consistently dealing his damage, no matter what he's doing. Dice don't do this for me. Therefore, I'm in favor of the one-for-one PA. I think that x1.5 is actually more fair to the 2h players who'll feel gypped, but it keeps the fighter's flavor, and its still hideous enough, and it avoids the icky affair of rounding one's math.