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5 months ago ::
Dec 26, 2012 - 3:17AM
#11
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Date Joined:
May 12, 2009
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Be a Orc or Half-Orc. They get a +2 speed bonus when charging with no drawbacks  There's also the Fast Runner feat or Fleetrunner Boots that can help you.
Yan Montréal, Canada
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5 months ago ::
Dec 26, 2012 - 3:47AM
#12
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Date Joined:
Jun 19, 2004
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My personal favorite of the move-boots is still Boots of Eagerness. The errata made them a good bit worse, but they are still pretty darned decent.
Currently working on making a Dex based defender. Check it out hereSpoiler:
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5 months ago ::
Dec 26, 2012 - 6:19PM
#13
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Well, at this point, you seem to be unpleasable, so ... no, we cannot make you feel better about this.
Thanks, Happy Unicorn. You offer the helpful and simplistic suggestion that my team and I are doing it all wrong, and when I give you a concrete example of why it doesn't work that way, you call me unpleasable. Maybe you should just add me to your ignore list.
...giving you an effective range of 20 squares on your first turn without losing the ability to attack effectively.
Funny, I thought I had that.
Be a Orc or Half-Orc. They get a +2 speed bonus when charging with no drawbacks
Ooh, can I multi-race? Is that an Epic Tier feat? 
Thanks to everyone for the tips. I take it nobody has a problem with the -5 penalty.
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5 months ago ::
Dec 26, 2012 - 6:41PM
#14
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Date Joined:
Oct 18, 2009
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If your group has been running it as "using the Run action adds +2 squares of movement, and causes you to grant Combat Advantage. In addition, it imposes a -2 penalty to all attack rolls made until the beginning of your next turn" and has found no problems in game balance... don't feel held to the rules, even the Rule Compendium.
Run it the way you guys want to. House ruling is a long and healthy tradition in D&D. Enjoy.
So many PCs, so little time...
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5 months ago ::
Dec 26, 2012 - 6:49PM
#15
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Thanks, Happy Unicorn. You offer the helpful and simplistic suggestion that my team and I are doing it all wrong, and when I give you a concrete example of why it doesn't work that way, you call me unpleasable.
The thing is, it DOES work that way. The rules are very clear and unambiguous. You're just being whiny because you can't get everything you want.
Maybe you should just add me to your ignore list.
Okay.
Another day, another three or four entries to my Ignore List.
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5 months ago ::
Dec 26, 2012 - 7:39PM
#16
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Date Joined:
Dec 22, 2012
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If your group has been running it as "using the Run action adds +2 squares of movement, and causes you to grant Combat Advantage. In addition, it imposes a -2 penalty to all attack rolls made until the beginning of your next turn" and has found no problems in game balance... don't feel held to the rules, even the Rule Compendium.
Run it the way you guys want to. House ruling is a long and healthy tradition in D&D. Enjoy.
Well said.
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5 months ago ::
Dec 27, 2012 - 8:23PM
#17
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Thanks, I'm going to suggest house ruling it, but our GM doesn't like house rules. We used to occasionally house-rule things that just didn't seem to make sense. This one is borderline, I think.
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5 months ago ::
Dec 28, 2012 - 8:20AM
#18
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Date Joined:
Jul 23, 2011
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If your group has been running it as "using the Run action adds +2 squares of movement, and causes you to grant Combat Advantage. In addition, it imposes a -2 penalty to all attack rolls made until the beginning of your next turn" and has found no problems in game balance... don't feel held to the rules, even the Rule Compendium.
Run it the way you guys want to. House ruling is a long and healthy tradition in D&D. Enjoy.
Exactly. Rule 0 (witch doesn't "officially" exist in 4e) states that the DM may create/alter/ignore any rule for the sake of enjoyment and fun of the gaming group. I know it was in first ed, and have heard it was the main rule of the original "chainmail"
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5 months ago ::
Dec 28, 2012 - 12:53PM
#19
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Date Joined:
Sep 26, 2001
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But I guess we're going to have to learn some new tactics. Double move without running is probably my only option. It doesn't make me happy.
A move & charge will get you as far as a double move. You get a basic attack, at +1 to hit, no less, and suffer no penalties (other than that the charge action ends your turn, so you can't use a minor after you charge, which might matter to some defenders, like the Warden, for instance). For a Fighter or an Essentials 'aura' defender, it should work fine. And there are more than a few powers out there that can be used in place of a basic attack when charging.
If charging doesn't work for you, there are quite a lot of ways to get extra movement or extra move actions. Assuming your party has a leader, for instance, there are leader powers or features that can help you move faster or more often. There are feats and items that increase movement or give extra moves. Your class, as a defender, may have powers that help you with positioning yourself and/or enemies. Your party's controller may be able to help with that, too, particularly slowing down enemies or otherwise making it harder for them to get away from you.
Run is a very basic combat option, like Grab or bull-rush, and is /meant/ to be inferior to all those powers, features, feats, items and so forth that boost movement.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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5 months ago ::
Dec 29, 2012 - 3:57AM
#20
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It's really tactically disadvantageous to move-charge into a room in order to engage the enemy unless you can engage ALL of the enemy (hallways, cliffs, etc.) because it's a simple thing to just walk around the area you threaten in most cases (rooms, fields, forests, caverns ...) And if you're 12 squares away from your party, you're going to either have to move-charge to get back to them - which provokes from the guy you previously engaged, or shift-move - which leaves you unable to affect anything for another round.
Aside from an Archer or Wizard, most of the party should be within a burst 3, in fact a burst 2 is more preferable, so that you can assist each other against the same target, it's called Focus Firing, and it's the absolute primary tactic in any battle where the goal is "kill them before they kill you". Trying to spread the party beyond a burst 3 is tactically shooting yourself in the foot unless your entire party is supremely optimized, bursts are not as common as single target attacks, and when they do occur they are typically not more than a burst 2, they also do less damage than single target attacks.
So yeah, running to spread out the party is a good way to not win fights.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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