| Ratguard |
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The way I see it, back in the days of AD&D you would encounter far more enemies than you do now, balancing was less of an idea presented by the system, which went for more of a, "there are 30-300 goblins in a tribe, put them on the ground, determine their habits, weaponry etc... and let your players tackle the problem, and play the enemy as dumb goblins." Which would have made the cleave feat amazingly more helpful back in those days, or when a GM today GMs like that. Another thing is the power curve was a little less extreme, and the pre packaged modules supported more minion type enemies to wear down the group, and to make it where not every enemy you fought at a certain level was your equal.
The issue I see is that 3.X changed these assumptions, and led to a shift in play to a certain extend, that leads to cleave being less helpful overall, than it could have been. So for cleave to be helpful you need to have a GM that doesn't look at a part, and select close to their level varied threats for high tactics relatively equal numbers on each side play, you need a GM that throws weak enemies at you when it makes sense, and has the ability to handle initiative and multiple foes, so that you can use the Cleave feat against things like goblins, orc, bugbears and wild animals.
Cleave should be helpful all the time in my opinion, but a fair few GMs on top of their default GMing style not favoring large amounts of weaker enemies instead of a few stronger ones, also may not adapt to make your feat helpful. You have to go with your best judgement on whether the feat is worth it, but I don't think it is a trap, merely a situational thing like the ranger's favored enemy ability.