From the KOTS module, you only move your speed (not speed +2) and do not grant combat advantage.raven_dark64 said:From my understanding, you can charge up to your speed +2 and make a basic melee attack as a standard action. You grant combat advantage to everyone until your next turn (and maybe take a hit to your AC as well).
You provoke opportunity attacks from monsters you move past normally. Charging is only a standard action, which means you can travel up to double your movement in a turn and attack with a +1. The only drawback is that you can't take any actions after the charge - but if your plan is to just close the distance charging is a great maneuver.Still, to just gain +1 and provoke attacks from monsters as you pass by? I don't see much reason to charge.
Also, charging is one of the few ways to close and attack during the surprise round with a melee attack.Victoly said:You provoke opportunity attacks from monsters you move past normally. Charging is only a standard action, which means you can travel up to double your movement in a turn and attack with a +1. The only drawback is that you can't take any actions after the charge - but if your plan is to just close the distance charging is a great maneuver.
No, you're not. Charge is a single standard action. You can run and charge in the same round (as long as you run first).Vendark said:You're actually combining the charge action with the run action (+2 move, give combat advantage)
Victoly said:You provoke opportunity attacks from monsters you move past normally. Charging is only a standard action, which means you can travel up to double your movement in a turn and attack with a +1. The only drawback is that you can't take any actions after the charge - but if your plan is to just close the distance charging is a great maneuver.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.