[Skill/Command] Charge

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Tarven
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[Skill/Command] Charge

Post by Tarven » Thu Sep 06, 2012 10:51 am

Just to show that I'm not completely heartless when it comes to fighters;

And specifically, for fighters. -Maybe- paladins, especially mounted paladins, but maybe make that a separate thing. A 'charge' skill, a la

http://www.d20srd.org/srd/combat/specia ... htm#charge

This would allow a PC to charge from an adjacent room (and only from an adjacent room) to attack a mobile in the next room.

In addition, and maybe this should be a separate post, but institute Bull Rush, instead of shove. Which could also be used from an adjacent room, but also from the same room. Bull Rush could tentatively still be used by anyone, as per the shove command, but would be less prone to abuse.

Additionally, if a charging character were to roll higher in initiative than a target in the next room, that target would be denied it's dex and dodge bonuses to AC (IE flat footed).

One way this could be useful, especially with bull rush, would be to move a target out of the adjacent room, thinning a stack. Of course, that would require that the next room be open. IE, if the exits in the next room were w and s, and you're coming from the w, you couldn't do a charge with bull rush, because there's no exit e. From the same room, though, you could bull rush s to shove the mobile (even, theoretically, in combat). This would be a good way to break healing mobs away from a group, or shove small enemies into the next room where your allies stab it to death, then join you. Various strategies etc.

Plus, it'd give fighters some love that wouldn't be overpowered, but still give them something to do in combat besides just attack.
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Alitar
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Re: [Skill/Command] Charge

Post by Alitar » Thu Sep 06, 2012 12:40 pm

I could see this being a fair addition being as with movement lag, a combatant oft enters the room of his foe only to have them walk out before combat initiates. Chasing in this game is /super/ tough. However, I'm not sure the addition ought to be very high priority. Being able to get away when you need to is a two-sided blessing and though Rangers, Casters and Rogues might easily locate their foemen again, that doesn't make fleeing impossible for other classes, only more difficult.
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Tarven
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Re: [Skill/Command] Charge

Post by Tarven » Thu Sep 06, 2012 1:52 pm

Alitar wrote:I could see this being a fair addition being as with movement lag, a combatant oft enters the room of his foe only to have them walk out before combat initiates. Chasing in this game is /super/ tough. However, I'm not sure the addition ought to be very high priority. Being able to get away when you need to is a two-sided blessing and though Rangers, Casters and Rogues might easily locate their foemen again, that doesn't make fleeing impossible for other classes, only more difficult.
Why does everything have to be PvP for you? This would have a lot of great PvE applications too.

PvP is supposed to be a last resort for RP, not the constant ulterior motive.
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Re: [Skill/Command] Charge

Post by Alitar » Thu Sep 06, 2012 2:07 pm

As I understand it, balancing oft looks to PVP first, then to PVE. Regardless, that's a valid point. I only made a note on the PVP aspect of it. From a PVE standpoint, this would be an excellent addition simply because by engaging that mobile from the get-go, you're drawing aggro away from fellow party-members. I'd like to see a charging person be followed by his party(assuming he's group-leader) as long as they can meet the speed-requirement to charge.(Up to twice landspeed? So... Jog?) In this, the party-leader's charge would bring the party along to the next room and demand attention of the charged mobile.
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Tarven
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Re: [Skill/Command] Charge

Post by Tarven » Thu Sep 06, 2012 2:19 pm

In addition, if you happened to be mounted, and using a lance (as I've heard some people enjoy doing), you would do double damage on a charge.

Though, conversely, I'd like to see a mechanic where a target with a spear or other weapons that can be 'set' against a charge would perhaps make a spot check as you entered the room, and then initiative. If they won both rolls, they would get to do double damage as they 'set' the spear for charge.

Fighters oft talk about how boring it is to play fighters. I was just trying to offer up something that would give them some pizzazz.
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Re: [Skill/Command] Charge

Post by Hrosskell » Thu Sep 06, 2012 10:20 pm

The charge/set mechanic did exist at one point. Not sure if it was scrapped or if I just don't fight mounted people with spears very often.
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