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<blockquote data-quote="Dan'L" data-source="post: 5695682" data-attributes="member: 68954"><p>This is not entirely true. It may be your understanding for the intention of the feat, but the wording of the feat supports other interpretations:</p><p></p><p></p><p></p><p>Even under the old rule for charging, this did more than simply allow stepping adjacent when you wielded a pole arm; it allowed you to charge to the opposite side of the enemy (if you so desired & had enough movement) to attack from there. </p><p></p><p>Under the new charge rules, I'd say it's a reasonable interpretation to allow the charge movement to always need to move closer to the final square of attack instead of only closer to the target of the attack at the end of the movement. Instead of charging the target, you're charging to a square adjacent to the target, spinning and tumbling with great agility to transform the inertia of your movement into extra "oomph" on the attack.</p><p></p><p>It's a Paragon feat; it is certainly not the most powerful of Paragon tier feats available (and it is far from the most problematic thing related to charge optimization builds.) By Paragon level, feats are starting to break the rules in such a way as to allow PCs to do more "super human" style actions such as charging, nimbly spinning around and re-directing the inertia of the mad dash, and thus managing to transfer the power of the charge into an attack even though it isn't "direct."</p><p></p><p>Also, the feat includes a pre-requisite skill training in Acrobatics, which plays into this kind of cinematic flavor.</p><p></p><p></p><p></p><p>Of <em>course</em> it's shenanigans. It's that action-movie wire-fu stylish flash of deadly grace captured in a square-gridded tactical game, and someone's spending a large chunk of their character sheet resources to model the kewlness of it. </p><p></p><p>If you want to tone it down, look at Badge of the Berserker (available in heroic tier!) and/or whatever it is that's allowing the passing through the enemies' spaces. </p><p></p><p>If you<em> don't</em> want to tone it down, and want to say "yes" and enable a player to have their fun, then point out that they can, if they choose, spend two more feat slots and by 11th level they can do what they wanted to do.</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 5695682, member: 68954"] This is not entirely true. It may be your understanding for the intention of the feat, but the wording of the feat supports other interpretations: Even under the old rule for charging, this did more than simply allow stepping adjacent when you wielded a pole arm; it allowed you to charge to the opposite side of the enemy (if you so desired & had enough movement) to attack from there. Under the new charge rules, I'd say it's a reasonable interpretation to allow the charge movement to always need to move closer to the final square of attack instead of only closer to the target of the attack at the end of the movement. Instead of charging the target, you're charging to a square adjacent to the target, spinning and tumbling with great agility to transform the inertia of your movement into extra "oomph" on the attack. It's a Paragon feat; it is certainly not the most powerful of Paragon tier feats available (and it is far from the most problematic thing related to charge optimization builds.) By Paragon level, feats are starting to break the rules in such a way as to allow PCs to do more "super human" style actions such as charging, nimbly spinning around and re-directing the inertia of the mad dash, and thus managing to transfer the power of the charge into an attack even though it isn't "direct." Also, the feat includes a pre-requisite skill training in Acrobatics, which plays into this kind of cinematic flavor. Of [I]course[/I] it's shenanigans. It's that action-movie wire-fu stylish flash of deadly grace captured in a square-gridded tactical game, and someone's spending a large chunk of their character sheet resources to model the kewlness of it. If you want to tone it down, look at Badge of the Berserker (available in heroic tier!) and/or whatever it is that's allowing the passing through the enemies' spaces. If you[I] don't[/I] want to tone it down, and want to say "yes" and enable a player to have their fun, then point out that they can, if they choose, spend two more feat slots and by 11th level they can do what they wanted to do. -Dan'L [/QUOTE]
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