PDA

View Full Version : Variant Rule: Power Attack feat



Ashtagon
2014-06-23, 07:24 AM
Power Attack [General]

Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.


Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Power Attack

You have learned a secret technique for entering a combat trance in which you can strike harder than normal

Prerequisites: Strength 13, base attack bonus +1.

Benefit: Three times Once per day, you may enter a combat trance for one minute (ten rounds) five rounds.

While in this trance, you can add your base attack bonus to any damage rolls with one-handed (not light) melee weapons. When using two-handed melee weapons, you may add 1.5 times your base attack bonus. When using light melee weapons, you may add 0.5 times your base attack bonus.

Special: If you have a BAB of +6 or higher, you may enter this combat trance four times per day. If you have a BAB of +11 or higher, you may enter this combat trance five times per day. If you have a BAB of +16 or higher, you may enter this combat trance six times per day. Each time you gain an iterative attack (at BAB +6, +11, and +16), you gain one additional use of this combat trance per day (for a total of four daily uses at BAB +16).

You may select this feat multiple times. Each time you select the feat, you gain a number of additional uses of the combat trance equal to one plus your iterative attacks (e.g., a 20th level fighter who had selected this feat twice would have eight daily uses of this combat trance).

A fighter may select Power Attack as one of his fighter bonus feats.

Action Point: You may spend an action point at the same time as you enter a combat trance. This doubles your effective base attack bonus for the purpose of determining bonus damage from this feat. The effects of this action point end at the same time that combat trance ends.

Alternately, you may spend an action point to gain a single use of this combat trance above your normal daily use limit.


Opinions? This is designed to eliminate the drawback of the RAW feat, and at the same time stop players from getting out the calculators to optimise the exact amount of attack bonus to convert to damage.

Fouredged Sword
2014-06-23, 08:12 AM
This would be a must have for ANYONE who attacks in melee during combat. 10 rounds a trance, 3/day covers all combats for the day, and the size of that damage bonus... For a wizard with a quarterstaff, that is still +15 damage per hit with little or no drawback. It is basically super rage with no drawback. I would see this better as a smite mechanic with a minor drawback, and limited to a number of uses per encounter.

Something like this.

Power Attack

You have learned a technique for making attacks more powerful than normal.

Prerequisites: Strength 13, base attack bonus +1.

Benefit: You may make a number of Power Attacks each encounter equal to your con modifier, minimum 1. The effects and drawbacks of power attacks are based on the type of weapon used. Light weapons add half the wielders base attack bonus to damage, and have no drawback. One handed weapons deal the wielders base attack bonus as extra damage, but take a -2 on the attack roll. Two handed weapons deal double the wielders base attack bonus in extra damage, but take a -4 on the attack roll. A double weapon may be treated as a two handed weapon or as ether a light or one handed weapon, based on it's ends. Attempting a power attack must be declared before an attack roll is made, and if the attack misses the power attack is wasted.

Special: You may select this feat multiple times, each grants additional uses of the power attacks.

A fighter may select Power Attack as one of his fighter bonus feats.

Before the trance was something you would apply to every combat with almost no regard to what you are fighting. The above has more of a drawback, and actually forces the player to pick and choose what monsters actually need the power attack to end quickly.

Ashtagon
2014-06-23, 08:24 AM
This would be a must have for ANYONE who attacks in melee during combat. 10 rounds a trance, 3/day covers all combats for the day, and the size of that damage bonus... For a wizard with a quarterstaff, that is still +15 damage per hit with little or no drawback. It is basically super rage with no drawback. I would see this better as a smite mechanic with a minor drawback, and limited to a number of uses per encounter.

Something like this.

Power Attack

You have learned a technique for making attacks more powerful than normal.

Prerequisites: Strength 13, base attack bonus +1.

Benefit: You may make a number of Power Attacks each encounter equal to your con modifier, minimum 1. The effects and drawbacks of power attacks are based on the type of weapon used. Light weapons add half the wielders base attack bonus to damage, and have no drawback. One handed weapons deal the wielders base attack bonus as extra damage, but take a -2 on the attack roll. Two handed weapons deal double the wielders base attack bonus in extra damage, but take a -4 on the attack roll. A double weapon may be treated as a two handed weapon or as ether a light or one handed weapon, based on it's ends. Attempting a power attack must be declared before an attack roll is made, and if the attack misses the power attack is wasted.

Special: You may select this feat multiple times, each grants additional uses of the power attacks.

A fighter may select Power Attack as one of his fighter bonus feats.

Before the trance was something you would apply to every combat with almost no regard to what you are fighting. The above has more of a drawback, and actually forces the player to pick and choose what monsters actually need the power attack to end quickly.

Good point on the excessive overall duration. I've toned that down to be a slightly weaker barbarian rage in terms of duration and daily uses.

I really don't want to impose attack roll penalties, to avoid having the trade-off calculators come out. A feat should be entirely about having something nice, especially for melee types, who need it more than most.

Tying the number of uses to the character's Con modifier would make the feat MAD, which goes against good feat design. Since this is meant to be more about technique than endurance and stamina (it isn't a rage effect, even though it uses a similar mechanic), it doesn't make sense to tie it to Con.

Fouredged Sword
2014-06-23, 09:18 AM
See, I go in the other direction for design. I think everything should be MAD to a degree to prevent overspecialisation and any large bonuses should come with drawbacks.

I see a problem where casters are very sad and melee is very mad, and this causes an imbalance.

Now, from a game design standpoint, I could see this feat having a place in a 3.5 base mechanic game, but as it, this power attack is not a clean fit for the classes as listed. Even with a reduced duration this is a single feat that eclipses the entirety of the barbarian class.

Going with what you have listed, maybe take it in the other direction and turn it into a feat chain. Break it from bab, and turn it into a 4 feat chain.


Power attack
Prerequisites: Strength 13, base attack bonus +1.

Benefit: Once per day, you may enter a combat trance for five rounds.

While in this trance, you can add your 5 to any damage rolls with one-handed (not light) melee weapons. When using two-handed melee weapons, you may add 7. When using light melee weapons, you may add 2.

A fighter may select Power Attack as one of his fighter bonus feats.

Action Point: You may spend an action point at the same time as you enter a combat trance. This doubles your bonus damage from this feat. The effects of this action point end at the same time that combat trance ends.

Alternately, you may spend an action point to gain a single use of this combat trance above your normal daily use limit


Improved Power Attack
Prerequisites: Strength 15, base attack bonus +6, power attack.

Benefit: You may activate power attack an additional time per day. The duration of the trance also increase to 6 rounds. When you are in your power attack trance, you deal greater damage than normal. Your bonus damage becomes the following: +10 with one handed weapons, +15 with two handed weapons, and +5 with light weapons. Finally, when in your power attack trance you gain the benefits of the cleave feat.

Special: this feat counts as cleave for all prerequisites


Greater Power Attack
Prerequisites: Strength 17, base attack bonus +11, improved power attack.

Benefit: You may activate power attack an additional time per day. The duration of the trance also increase to 7 rounds. When you are in your power attack trance, you deal greater damage than normal. Your bonus damage becomes the following: +15 with one handed weapons, +22 with two handed weapons, and +7 with light weapons. Finally, when in your power attack trance you gain the benefits of the great cleave feat.

Special: this feat counts as great cleave for all prerequisites


Supreme Power Attack
Prerequisites: Strength 19, base attack bonus +16, greater power attack.

Benefit: You may activate power attack an additional time per day. The duration of the trance also increase to 8 rounds. When you are in your power attack trance, you deal greater damage than normal. Your bonus damage becomes the following: +20 with one handed weapons, +30 with two handed weapons, and +10 with light weapons. Finally, you may make a 5ft step before making any attack granted by the use of the greatcleave feat during a power attack trance. You may not move more than your base speed in this fashion, not may it be used to extend your movement past 2x your base speed of total movement per round.

Special: this feat counts as great cleave for all prerequisites

There, a little more powerful than I would normally go for, but I think I like it.

Morty
2014-06-23, 02:12 PM
I really don't see any point in restricting the number of uses per day.

SpawnOfMorbo
2014-06-23, 02:14 PM
I really don't see any point in restricting the number of uses per day.

Because martial characters aren't able to do things more than X/day.

A Barbarian can only be angry Y times per day, after that they become little gentlemen with top hats and monocles.

Also shouldn't this be in homebrew?

Ravens_cry
2014-06-23, 02:17 PM
And my mounted Small Angelkin Aasimar Paladin just sighed, wishing this were so. She can already take out CR appropriate Dragons in one round, but this would be just delicious! :D