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<blockquote data-quote="Feldspar" data-source="post: 2756845" data-attributes="member: 20450"><p>Running towards pointy sticks <em>should</em> be dangerous.</p><p></p><p>There were some weapon comparisons above, but people seemed to miss the best case study: Heavy Flail vs. Halberd. Both are Martial 2-handers doing 1d10 with equivalent threat/crit that be used to make trip attacks. The Heavy Flail gets a +2 on Disarm checks while the Halberd can be set to receive a charge. That implies an equivalence to me between those two abilities and that "set" has a value (that will be offset by reduced damage or threat/crit) the same way that trip, disarm, reach and range increment do.</p><p></p><p>I can't interpret the text that way, but I wish I could. It just totally fails the common sense test for me not not to play it that way:</p><p>player: That worg rider isn't to going to charge me without impunity - I set my spear!</p><p>dm: Okay, they just walk up to you and attack.</p><p>player: Too bad I wasn't able to poke him with my spear ... which was pointed directly at him ... the whole time. Nope, couldn't bring myself to even make a little poke in his direction; if only he'd moved towards me a little quicker [sigh]</p><p></p><p>I can only think of one time we ever had someone set to receive charge; those weapons are rarely used. </p><p></p><p>One of my first 3.0 characters was a Monte Cook Ranger with pretty high strength who normally used a Greatsword in combat. I figured that 90% of the time his longbow would be unstrung and wrapped in oilcloth to protect it from the elements. He usually had a spear in hand - I figure he'd think that's the best thing to have in hand should you accidently come across and startle a bear or boar or some such.</p><p></p><p>I never set it for charge. Either we'd charge in or I'd just throw it at someone (might catch them flat footed) and then draw my Greatsword. The only time I ever set was when we ran across a bear we were hoping not to have to fight. Of course it charged. I actually did hit - in fact I critted! However, it wasn't enough damage and it critted me in return. I spent the (short) remainder of the fight hidding behind the mage's skirts with 1 hp <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hold the Line is a good candidate; I've thought about a house rule that the AoO granted is treated as being set to recieve a charge. I came up with the same problem case HyperSmurf did where the charge path was tangential to your threatened area. I'm thinking of going with the following: "Weapons set to recieve a charge only inflict double damage on a charging opponent if the target of the charge is within your natural reach (5' for S or M, 10' for L, etc)" </p><p></p><p>If the charge is ending that close to you, well, its kind of like their vector of travel and your line of attack creating a substantial cross product of pain <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Feldspar, post: 2756845, member: 20450"] Running towards pointy sticks [i]should[/i] be dangerous. There were some weapon comparisons above, but people seemed to miss the best case study: Heavy Flail vs. Halberd. Both are Martial 2-handers doing 1d10 with equivalent threat/crit that be used to make trip attacks. The Heavy Flail gets a +2 on Disarm checks while the Halberd can be set to receive a charge. That implies an equivalence to me between those two abilities and that "set" has a value (that will be offset by reduced damage or threat/crit) the same way that trip, disarm, reach and range increment do. I can't interpret the text that way, but I wish I could. It just totally fails the common sense test for me not not to play it that way: player: That worg rider isn't to going to charge me without impunity - I set my spear! dm: Okay, they just walk up to you and attack. player: Too bad I wasn't able to poke him with my spear ... which was pointed directly at him ... the whole time. Nope, couldn't bring myself to even make a little poke in his direction; if only he'd moved towards me a little quicker [sigh] I can only think of one time we ever had someone set to receive charge; those weapons are rarely used. One of my first 3.0 characters was a Monte Cook Ranger with pretty high strength who normally used a Greatsword in combat. I figured that 90% of the time his longbow would be unstrung and wrapped in oilcloth to protect it from the elements. He usually had a spear in hand - I figure he'd think that's the best thing to have in hand should you accidently come across and startle a bear or boar or some such. I never set it for charge. Either we'd charge in or I'd just throw it at someone (might catch them flat footed) and then draw my Greatsword. The only time I ever set was when we ran across a bear we were hoping not to have to fight. Of course it charged. I actually did hit - in fact I critted! However, it wasn't enough damage and it critted me in return. I spent the (short) remainder of the fight hidding behind the mage's skirts with 1 hp :) Hold the Line is a good candidate; I've thought about a house rule that the AoO granted is treated as being set to recieve a charge. I came up with the same problem case HyperSmurf did where the charge path was tangential to your threatened area. I'm thinking of going with the following: "Weapons set to recieve a charge only inflict double damage on a charging opponent if the target of the charge is within your natural reach (5' for S or M, 10' for L, etc)" If the charge is ending that close to you, well, its kind of like their vector of travel and your line of attack creating a substantial cross product of pain :D [/QUOTE]
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