| Kaville |
I was just looking over a few feats because of another thread and I noticed something that I found a little strange having played 3.5 for so long, and only getting into 3P only more recently. It seems that both of these feats do almost the same thing, only one has a very slight chance of failure.
Great Cleave (Combat)
You can strike a number of adjacent foes with a single
mighty swing.
Prerequisites: Str 13, Cleave, Power Attack, base attack
bonus +4.
Benefit: As a full-round action, make a single melee attack
against a foe within reach. If you hit, you deal damage
normally and can make an additional attack (at the same
bonus) against a foe that is adjacent to the previous foe and
within reach. If you hit, you can continue to make attacks
against foes adjacent to the previous foe, so long as they
are within your reach. You cannot attack an individual foe
more than once in a round with this feat.
Whirlwind Attack (Combat)
You can become a dervish, striking out at every foe
within
reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can
give up your regular attacks and instead make one melee
attack at your full base attack bonus against each opponent
within reach.
When you use the Whirlwind Attack feat, you also forfeit
any bonus or extra attacks granted by other feats, spells,
or abilities.
Especially now that CE has been nerfed for most melee characters, why make two feats that are nearly identical, but have one have prereqs that don't matter for the feat itself? What would be a good fix for these feats? I know that in 3E Great cleave rarely if ever saw use, and usually only near the end of the fight, but whirlwind saw use in most fights with more then two enemies. Could we let whirlwind allow you to keep your extra attacks after the whirl?