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General Tabletop Discussion
*Dungeons & Dragons
Readied actions interrupting charges
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4996126" data-attributes="member: 82106"><p>I discussed that in my post. You only have to make ONE orc miss to make it worthwhile (per character). It probably is a bit contrived, but it actually should work pretty well. In any case see the earlier post about counter-charges for an even better tactic which MOST certainly does abuse your way of doing things and is absolutely reliably reproducible. There are other tactics besides counter-charge that would work as well, like letting loose any power which force moves the enemy, etc. A clever party (or DM with the right monsters) is going to make charging at best painful and at worst useless.</p><p></p><p></p><p></p><p>Exactly. </p><p></p><p>Mainly what I'm not getting KD is what do you have against charges? I mean they're a decent tactic that can be optimized pretty well by a few character builds but they are only one tactic amongst many and not overpowered. Immediate Actions CAN by any interpretation certainly negate them under the right circumstances. I just don't see why the target stepping back 5 feet and still being in range and in the line of charge should negate the charge. Characters veering around to go around things on their way to the target, I can see where that could seem a bit hokey, yet at the same time I don't like the potential abuses that forcing people to execute moves into an AoE opens up either. To be honest I think this is the kind of thing that eventually lead the designers to phrase the whole thing in a fairly ambiguous way. The DM is left with a lot of leeway to decide what is or isn't allowable on a case-by-case basis and the DM is in a lot better position to make fair judgements than the rules authors.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4996126, member: 82106"] I discussed that in my post. You only have to make ONE orc miss to make it worthwhile (per character). It probably is a bit contrived, but it actually should work pretty well. In any case see the earlier post about counter-charges for an even better tactic which MOST certainly does abuse your way of doing things and is absolutely reliably reproducible. There are other tactics besides counter-charge that would work as well, like letting loose any power which force moves the enemy, etc. A clever party (or DM with the right monsters) is going to make charging at best painful and at worst useless. Exactly. Mainly what I'm not getting KD is what do you have against charges? I mean they're a decent tactic that can be optimized pretty well by a few character builds but they are only one tactic amongst many and not overpowered. Immediate Actions CAN by any interpretation certainly negate them under the right circumstances. I just don't see why the target stepping back 5 feet and still being in range and in the line of charge should negate the charge. Characters veering around to go around things on their way to the target, I can see where that could seem a bit hokey, yet at the same time I don't like the potential abuses that forcing people to execute moves into an AoE opens up either. To be honest I think this is the kind of thing that eventually lead the designers to phrase the whole thing in a fairly ambiguous way. The DM is left with a lot of leeway to decide what is or isn't allowable on a case-by-case basis and the DM is in a lot better position to make fair judgements than the rules authors. [/QUOTE]
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