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The 1-square charge
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<blockquote data-quote="keterys" data-source="post: 5546771" data-attributes="member: 43019"><p>The one square gap isn't a very focused decision by the rules to replicate historical tactics. It's an artifact of rules combination. It's not necessarily something that needs to be fixed, but I would suggest against trying to mine "realism" to argue against it <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=":)" /> Next someone will start citing lunge and fleche statistics and ranges, and seriously, none of that matters.</p><p></p><p>Consider the effect on the game, for and against, and then move on. For example, is it a good thing that a push 5 and prone power is often most optimally used to push a single square? Or that the best way to "pin an enemy down" is to knock them prone, then shift back a square (not threatening them at all) so they can't attack you nor easily get past you. </p><p></p><p>The primary reason not to do anything is purely that it's a house rule, and so there's a serious cost to do it.</p><p></p><p>The second is that you find that the tactical goal of establishing the one square gap adds to the game.</p><p></p><p>In most games, people won't overly exploit it, so there's insufficient imperative to do so. In some games, it might get exploited to a near offensive level. For example, one PC I DM for has a tendency to slow and prone and slide up to 6 on all of her attacks. She tends to do fun and interesting stuff with that, and I'm good with it. If instead she focused on putting enemies 1 square out of ability to attack anything, then I'd probably feel obligated to use tactics against them that I don't normally like 2-square grabs where you can't counterattack and daze/prone/push 1s... all those tactics I avoid using because they sap fun from the game and feel downright unfair when done to a PC <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>Or I'd offer them the use of the house rule.</p></blockquote><p></p>
[QUOTE="keterys, post: 5546771, member: 43019"] The one square gap isn't a very focused decision by the rules to replicate historical tactics. It's an artifact of rules combination. It's not necessarily something that needs to be fixed, but I would suggest against trying to mine "realism" to argue against it :) Next someone will start citing lunge and fleche statistics and ranges, and seriously, none of that matters. Consider the effect on the game, for and against, and then move on. For example, is it a good thing that a push 5 and prone power is often most optimally used to push a single square? Or that the best way to "pin an enemy down" is to knock them prone, then shift back a square (not threatening them at all) so they can't attack you nor easily get past you. The primary reason not to do anything is purely that it's a house rule, and so there's a serious cost to do it. The second is that you find that the tactical goal of establishing the one square gap adds to the game. In most games, people won't overly exploit it, so there's insufficient imperative to do so. In some games, it might get exploited to a near offensive level. For example, one PC I DM for has a tendency to slow and prone and slide up to 6 on all of her attacks. She tends to do fun and interesting stuff with that, and I'm good with it. If instead she focused on putting enemies 1 square out of ability to attack anything, then I'd probably feel obligated to use tactics against them that I don't normally like 2-square grabs where you can't counterattack and daze/prone/push 1s... all those tactics I avoid using because they sap fun from the game and feel downright unfair when done to a PC :) Or I'd offer them the use of the house rule. [/QUOTE]
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