2 Added a second example.
source | link

The Snap Kick feat's extra attack must be used to deal damage

The feat Snap Kick has as part of its benefit the following:

When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. (Tome of Battle 32)

Emphasis mine. The text says an extra attack can be made, then—maybe deliberately to distance itself from more versatile options?—it goes on to describe the extra attack: an unarmed attack dealing the listed damage. Unlike a standard attack or even an attack of opportunity, no provisions are made for doing anything else with the feat Snap Kick's extra attack—like making a disarm attempt or sundertrip attempt—despite that extra attack being an unarmed attack.

(By way of comparison, if the feat's benefit instead said This attack is an attack with your longsword that deals damage equal to your longsword's damage + 1/2 your Str bonus or even This attack is a touch attack that deals 1d10 points of Constitution damage, we probably wouldn'tI doubt there'd be having this conversationany question.)


A stricter reading

A stricter DM may even rule that because the feat is so specific, the only thing the unarmed strike from the feat Snap Kick can ever do is precisely that much damage, never less and never more. For example, such a DM may rule the snap kicker gets no additional damage due to having used this round the feat Power Attack. This DM thinks that's going too far, but harsher interpretations of less powerful feats float around the Internet.

A looser reading

Although This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus is pretty clean so far as 3.5 language goes, if a PC in this DM's campaign frequently found himself overshadowed by clerics and wizards, he would certainly at least consider allowing the feat Snap Kick to be used for special attacks. Such a reading is much more fun, and a melee-focused character with Improved Unarmed Strike and at least a +6 base attack bonus in an optimized game will need any edge he can get.

The Snap Kick feat's extra attack must be used to deal damage

The feat Snap Kick has as part of its benefit the following:

When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. (Tome of Battle 32)

Emphasis mine. The text says an extra attack can be made, then—maybe deliberately to distance itself from more versatile options?—it goes on to describe the extra attack: an unarmed attack dealing the listed damage. Unlike a standard attack or even an attack of opportunity, no provisions are made for doing anything else with the feat Snap Kick's extra attack—like making a disarm attempt or sunder attempt—despite that extra attack being an unarmed attack.

(By way of comparison, if the feat's benefit instead said This attack is an attack with your longsword that deals damage equal to your longsword's damage + 1/2 your Str bonus, we probably wouldn't be having this conversation.)


A stricter reading

A stricter DM may even rule that because the feat is so specific, the only thing the unarmed strike from the feat Snap Kick can ever do is precisely that much damage, never less and never more. For example, such a DM may rule the snap kicker gets no additional damage due to having used this round the feat Power Attack. This DM thinks that's going too far, but harsher interpretations of less powerful feats float around the Internet.

A looser reading

Although This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus is pretty clean so far as 3.5 language goes, if a PC in this DM's campaign frequently found himself overshadowed by clerics and wizards, he would certainly at least consider allowing the feat Snap Kick to be used for special attacks. Such a reading is much more fun, and a melee-focused character with Improved Unarmed Strike and at least a +6 base attack bonus in an optimized game will need any edge he can get.

The Snap Kick feat's extra attack must be used to deal damage

The feat Snap Kick has as part of its benefit the following:

When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. (Tome of Battle 32)

Emphasis mine. The text says an extra attack can be made, then—maybe deliberately to distance itself from more versatile options?—it goes on to describe the extra attack: an unarmed attack dealing the listed damage. Unlike a standard attack or even an attack of opportunity, no provisions are made for doing anything else with the feat Snap Kick's extra attack—like making a disarm attempt or trip attempt—despite that extra attack being an unarmed attack.

(By way of comparison, if the feat's benefit instead said This attack is an attack with your longsword that deals damage equal to your longsword's damage + 1/2 your Str bonus or even This attack is a touch attack that deals 1d10 points of Constitution damage, I doubt there'd be any question.)


A stricter reading

A stricter DM may even rule that because the feat is so specific, the only thing the unarmed strike from the feat Snap Kick can ever do is precisely that much damage, never less and never more. For example, such a DM may rule the snap kicker gets no additional damage due to having used this round the feat Power Attack. This DM thinks that's going too far, but harsher interpretations of less powerful feats float around the Internet.

A looser reading

Although This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus is pretty clean so far as 3.5 language goes, if a PC in this DM's campaign frequently found himself overshadowed by clerics and wizards, he would certainly at least consider allowing the feat Snap Kick to be used for special attacks. Such a reading is much more fun, and a melee-focused character with Improved Unarmed Strike and at least a +6 base attack bonus in an optimized game will need any edge he can get.

1
source | link

The Snap Kick feat's extra attack must be used to deal damage

The feat Snap Kick has as part of its benefit the following:

When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. (Tome of Battle 32)

Emphasis mine. The text says an extra attack can be made, then—maybe deliberately to distance itself from more versatile options?—it goes on to describe the extra attack: an unarmed attack dealing the listed damage. Unlike a standard attack or even an attack of opportunity, no provisions are made for doing anything else with the feat Snap Kick's extra attack—like making a disarm attempt or sunder attempt—despite that extra attack being an unarmed attack.

(By way of comparison, if the feat's benefit instead said This attack is an attack with your longsword that deals damage equal to your longsword's damage + 1/2 your Str bonus, we probably wouldn't be having this conversation.)


A stricter reading

A stricter DM may even rule that because the feat is so specific, the only thing the unarmed strike from the feat Snap Kick can ever do is precisely that much damage, never less and never more. For example, such a DM may rule the snap kicker gets no additional damage due to having used this round the feat Power Attack. This DM thinks that's going too far, but harsher interpretations of less powerful feats float around the Internet.

A looser reading

Although This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus is pretty clean so far as 3.5 language goes, if a PC in this DM's campaign frequently found himself overshadowed by clerics and wizards, he would certainly at least consider allowing the feat Snap Kick to be used for special attacks. Such a reading is much more fun, and a melee-focused character with Improved Unarmed Strike and at least a +6 base attack bonus in an optimized game will need any edge he can get.