It's a good thing to nerf a bit Power Attack in the game, although, I'm not sure that it's the feat that the main source of the unbalance problem, but rather the two handed weapons, that got the the best of both worlds: High damage ratings, augmented Strength bonuses, augmented Power Attack Bonuses.
That's way too much, especially when shields are not so indispensable in the game. There are no disadvantages when fighting with a two handed weapon. Why would a fighter settle for a lesser weapon when the rules allows him to do MD with every strike, even at low levels?
I'm not a huge fan of the "insta-kill" spells either, as they've been called...
In my campaign, Sorcerers are most of the time the "villains" of the story. It's quite frustrating for players to live by the "save or die" rule.
Even the use of Fate Points seems difficult. It's hard to imagine someone that just got his heart ripped out of his chest being just "left for dead"!
kintire wrote:
The fundamental problem with charm and domination spells is that GMs and scenario designers don't like them. Its very difficult to write a lot of plots if the PCs can dominate someone and say "tell me everything!", and they really don't like PCs dominating the major bad guy.
As my sorcerers are mostly NPCs, Domination spells don't bother me much, but it's true that this kind of magic can be frustrating for GM when handled by the players, as it can easily spoil carefully designed plots...