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2 years ago ::
Sep 15, 2011 - 10:23AM
#1
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Date Joined:
Sep 10, 2011
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Okay, I know that this is really fundamental, but I don't understand when it would be a benefit to charge. I'm looking at page 240 of rules compendium and here's what it seems to be saying... so help me understand what I'm missing.
1). There's no real movement benefit since you can only take up to your move (and in fact MUST move at least 2), and every move must bring you closer to your target. These all seem to be restrictions only. 2). Basic attack + 1. This doesn't seem very good since more often than not an at-will action is already going to be doing that good or better. 3). No other actions are allowed except free actions. This seems to be to be saying that I can't do a move AND a charge... and it may be what I'm missing. If I can do both a move AND a charge (sort of a SECOND move) then I can certainly see the benefit of a charge.
So if I can both move and charge can that be confirmed? If not, please help me understand the circumstances under which I would choose to charge.
Thanks in advance!
P.S. I tried to search around for this but didn't have any luck...
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2 years ago ::
Sep 15, 2011 - 10:25AM
#2
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You get to move and attack in the same action. Thus if someone is 10 squares away, you can use your move action to move 5, then your standard to charge 5+attack.
Plus there is stuff like Horned Helm, which gives bonuses to chargeing.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago ::
Sep 15, 2011 - 10:30AM
#3
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- Here be Dragons next 100 km
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3). No other actions are allowed except free actions. This seems to be to be saying that I can't do a move AND a charge... and it may be what I'm missing. If I can do both a move AND a charge (sort of a SECOND move) then I can certainly see the benefit of a charge.
That part is incorrect. The rule is "no other actions after you charge". So you can move (and use a minor action if you want), then charge, but you can't charge, then move or take a minor action - as soon as you complete your charge action, your turn ends.
The exception to this is action points. You can charge and then spend an action point to take an additional action.
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2 years ago ::
Sep 15, 2011 - 10:39AM
#4
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Date Joined:
Oct 28, 2010
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Note that a charge, including both the movement and the attack, takes a single standard action to perform. You get a move action and a minor action in that turn as well.
It's useful in several circumstances, principally when you can't otherwise get into melee range.
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2 years ago ::
Sep 15, 2011 - 10:55AM
#5
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Date Joined:
Jun 17, 2010
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also in shift-charging to avoid defender mechanics.
D&D Next = D&D: Quantum Edition
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2 years ago ::
Sep 15, 2011 - 11:20AM
#6
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Date Joined:
Jan 30, 2007
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Charging also gives you a +1 bonus to your attack roll. If you have a nice MBA (or power you can use in place of a charge), this is a nice way of padding your attack roll.
Salla, on minions: I typically use them as encounter filler. 'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'. Kind of like monster styrofoam packing peanuts.
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2 years ago ::
Sep 15, 2011 - 1:01PM
#7
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Date Joined:
Sep 10, 2011
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Thanks guys for the quick responses. I've got it now.
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2 years ago ::
Sep 15, 2011 - 1:08PM
#8
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Date Joined:
Jan 29, 2005
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The Essentials martial classes are based around MBA's, which makes them all heavily charge based. Along with the Barbarian, they're probably the most common use of charging.
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