Overruns, yet again.

Carpe DM

First Post
I'm sure this is beating a dead horse (pun fully intended).

Has anyone yet come up for a convincing rationale for why overruns are not permitted as part of a charge?

This makes little sense to me (even less since I just finished watching the charge of the Rohirrim yet again).

Conceded: many aspects of the game are not realistic, and no simulation can be. But what's the problem. People have said it's basically to keep people from ignoring front-line fighters and getting to "softer" targets.

But that doesn't matter: a giant will overrun you on his regular move, and still hit the person he wants to hit. Why remove the charge option?

I remain committed to an ethic of running things precisely and only by the rules as written. But -- like the rules for sundering magical items off of characters -- this rule leaves me cold.

best,

Carpe
 

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I agree with you 100%; I re-inserted the charge option for Overrun in my game a while ago... I have yet to see any evidence of it being broken...
 

The reason is:

Some moron decided that you couldn't charge through allies, despite them not blocking movement at all.

Everyone then used the workaround of overrunning their ally on the way to the charge target. The ally would, of course, move out of the way. Thus you could once again charge through allies.

Then some moron, presumably the same moron that said you couldn't charge through allies found out about this. He didn't want people charging through allies, so he managed to get the rule "you can't overrun as part of a charge" added, despite the fact that it contradicts the main rules.

My suggestion? Let people charge through allies. Let people overrun on a charge.
 

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