Specifically good against chargers ...
* Monster powers that affect movement (slow/immobilze/daze/stun)
* Terrain features (difficult terrain, impassable terrain, etc)
* getting swarmed by monsters since the charger is usually the first in to the fray getting all the attention
* chargers going after the -other- PCs still grouped near the entrance, this causes a split party situation within the same room where the PCs by the door get occupied with the monsters swarming at them, while the cahrger is left dealing with the swarm he has created on himself at the other side of the room.
Specifically good against melee-range characters ...
* Monsters with ready actions to attack the first enemy that comes within range
* Monsters with auras
* Zone effects or terrain that cause damage or hinder for each square the PC enters which a melee character would have to cross through (or stand in) to get to the monster
This specific druid
* If he has a particular weak defense, he might think twice about charging in to a group of monsters that can attack that defense.
hmmm.. that's all i can think of off the top of my head. others above have mentioned some good ones too.
personally - PCs so focused on one thing bores me after a while; you need two or three 'tricks' to switch between as called by the situation... but to each his own. i also don't like excessive item picking, it generally leads to some cheese that only serves to eventually annoy me.. but, then again, i'm an (*self-censored*)
* Monster powers that affect movement (slow/immobilze/daze/stun)
* Terrain features (difficult terrain, impassable terrain, etc)
* getting swarmed by monsters since the charger is usually the first in to the fray getting all the attention
* chargers going after the -other- PCs still grouped near the entrance, this causes a split party situation within the same room where the PCs by the door get occupied with the monsters swarming at them, while the cahrger is left dealing with the swarm he has created on himself at the other side of the room.
Specifically good against melee-range characters ...
* Monsters with ready actions to attack the first enemy that comes within range
* Monsters with auras
* Zone effects or terrain that cause damage or hinder for each square the PC enters which a melee character would have to cross through (or stand in) to get to the monster
This specific druid
* If he has a particular weak defense, he might think twice about charging in to a group of monsters that can attack that defense.
hmmm.. that's all i can think of off the top of my head. others above have mentioned some good ones too.
personally - PCs so focused on one thing bores me after a while; you need two or three 'tricks' to switch between as called by the situation... but to each his own. i also don't like excessive item picking, it generally leads to some cheese that only serves to eventually annoy me.. but, then again, i'm an (*self-censored*)
