Charging?

the Jester

Legend
Am I missing it, or is there no charging option in the playtest rules?

I saw one for some of the monsters in the Caves of Chaos, but I'm not sure whether that's the standard charge rule or a monster-specific ability.
 

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Yeah, no rules. I suggested in another thread I'd let players use a modified version of the orc racial, though.

"As an action, move up to your normal speed and make a melee attack. You grant combat advantage and can't move further until your next turn."

Might deal with some stickiness issues, too.

Cheers!
Kinak
 

I would say that the best way to do charging is move at least ten feet in a straight line and you get advantage on your attack roll while granting advantage on attacks against you.
 

Well I DM later I will have to choose between 3 kinds of charge

1) A Modified version of the Orc charge: +1d6 damage, charger grants advantage

2) A modified version of the Minotaur charge: knock back 10 ft and prone, 1d6+Str damage, charger grants advantage on miss

3) A Modified version of the 3/4E charge: charger gets and grants advantage
 

I think I'll go for:

If you Charge, you get Advantage for the attack, but grant Advantage to the target next turn. You cannot move for the rest of your turn after charging.​

Seems good on paper.
 

Eh, not so much - don't make thieves the charge-spamming attackers ;)

Granting advantage is fine, but it needs to do something else for a benefit.
 

1d6 extra damage on a hit. Granting disadvantage.

Or disadvantage to attack, but 1d6 extra damage.

I think a charge should gice a damage boost, not a to hit boost. Edit, and be a worse option than just standing in melee. Having played in a group with essential style classes that get even bonuses on a charge, I really want to have more static fights.

Charge has already the advantage of allowing you to cover a greater distance.

This way, I may prefer my second proposal, or maybe add some damage, but grant and gain disadvantage until start of your next turn.
 

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