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Charge
Jul 23, 2011 11:19:02 GMT -5
Post by mister frau blucher on Jul 23, 2011 11:19:02 GMT -5
The charge rules I use for my house rules are (surprise) simple.
If you move three or more hexes/spaces/inches to attack a figure, you may Charge; if you use all of your movement to attack someone you are automatically Charging. You are only considered Charging against adjacent opponents (ie you cannot attack with a pole weapon from two hexes away and declare it a Charge; you may of course attack with a pole weapon from two hexes away, but you do not get the Charge benefits).
Charging characters who land a blow get +1 to damage. Pole wepons get +1d6 to damage.
Characters with pole arms receiving a Charge also get +1d6 to damage if they hit.
I go back and forth between two and three hexes for Charging - three hexes makes it more difficult to Charge, when you are already in the midst of combat, so that is why I am doing it that way now.
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Charge
Jul 28, 2011 19:46:05 GMT -5
Post by lkmjbc3 on Jul 28, 2011 19:46:05 GMT -5
I like the 3 hexes.....
Joe Collins
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Charge
Mar 12, 2012 17:53:30 GMT -5
Post by sgthulka on Mar 12, 2012 17:53:30 GMT -5
I really like this rule. Keeps Pole Weapons relevant without making them the uber-weapons of Frik and Frak.
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Charge
Mar 13, 2012 8:17:43 GMT -5
Post by mister frau blucher on Mar 13, 2012 8:17:43 GMT -5
Glad you like it, Sarge! I know you enjoy the tactical aspects, as do I, and that is something I want to integrate into LAW while a)keeping it simple, and b)not distorting play balance. Our old pals Frik and Frak really drove home how overpowered the 2xdamage for polearms was. And since moving only one hex toward them constitiuted a charge, I felt that could be tinkered with.
As far as the two or three hexes, I have been playing with the three hexes, but you must decrease the distance between you and your target the entire move; ie, truly be closing in on him.
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Charge
Apr 2, 2012 15:04:13 GMT -5
Post by klingor on Apr 2, 2012 15:04:13 GMT -5
When in doubt, go back to basics. A charge does more damage because you are using your whole impetus to drive your weapon into your target, especially if it is an impaling weapon. Equally, when defending against a charge, you are using your opponent's impetus against them. This suggests, to me, that the number of hands you have on the weapon has significance as well as the initial distance before combat, as it is easier to direct a weapon with 2 hands as opposed to 1. Perhaps using initial distances between combatants at the start might resolve the dilemma. All the best Colin
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Charge
Feb 4, 2013 15:02:32 GMT -5
Post by klingor on Feb 4, 2013 15:02:32 GMT -5
Further to the above Move 0 hexes - Attack only Move 1 hex - Option of Attacking or Charge/Attacking - at attacker's discretion. Move 2 or more hexes - Only Charge/Attack can be used if an offensive action is performed. Using the Charge/Attack option brings Pole Weapons rules into play. An Attack option doesn't. Cheers Colin
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Charge
Feb 5, 2013 13:35:01 GMT -5
Post by mister frau blucher on Feb 5, 2013 13:35:01 GMT -5
Hey, Colin,
Good to hear from you again! I hope all is well.
I agree with your assessment that Charging is using your impetus as part of your attack. My concern is that moving one hex - 5 feet - is not enough to generate this kind of momentum. Even two hexes I am a bit skeptical of. From a standing position, can you really generate enough momentum in 10 feet to do this kind of Charge damage?
It is a game, of course, so we try to balance reality with playability, but for the above reason I use a three-hex move minimum to charge. But of course melee allowed you to defend against 1 hex of movement as a Charge.
Cheers, Colin!
Bret
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Charge
Feb 6, 2013 20:57:19 GMT -5
Post by Deleted on Feb 6, 2013 20:57:19 GMT -5
everyone should play the way they feel is right but here are my thoughts...
whenever someone is charging at me in real life, the farther they travel during that charge, the more time i have to read their speed and targeted area; therefore, the easier it is to dodge or deflect. but yes, the more momentum they've built, the more it hurts if i can't dodge it.
while one hex or 5 feet isn't a lot of distance over which to build momentum, it does allow some to be acquired. combined with the shorter time span in which to react and the variable 1d6 nature of the extra damage, i like bret's house rule but would allow a one hex charge. by one hex, i mean there is one empty hex between charger and his target. maybe one or both of you would call that a 2 hex charge, i don't know. i think of it as 1 hex because the charger is only moving 1 hex.
however, i like to keep things simple too as well as abstract (because abstract = even more simple to me). i would just say that no matter what weapon is being used or how far the wielder traveled with that weapon, one can obtain 1 bonus point of damage for every 1 point of to-hit penalty they choose to accept.
thus, a character wielding a short sword standing right next to his target can take a 2 point penalty to hit but get a 2 point bonus to damage and call it a 'savage strike' or something. a character moving toward his target can call it a 'charge'. an archer or dagger thrower can call it an 'aimed shot'.
of course, you can offset the to-hit penalty with your weapon skill, which in turn presents an opportunity to redefine and simplify the use of weapon skills: weapon skill bonus is only applied to your to-hit roll. however, the extra damage is not limited by weapon skill rank. if Perseus has Pole Arm +2 he can still choose to do +4 extra damage. Normally, this would cause a -4 penalty to-hit but because he has Pole Arm +2, it is only a -2 penalty.
(oh la la...this works quite nicely for spells that do damage also)
EDIT: it has come to my attention that i never mentioned my intention is to have a -6/+6 cap on this -1 to-hit/+1 damage invention.
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Charge
Feb 15, 2013 9:51:01 GMT -5
Post by Deleted on Feb 15, 2013 9:51:01 GMT -5
revisiting, rethinking; compromising and crossbreeding...
Charge For every 1 space charged through (up to 3 spaces), an attacker takes a 1 point penalty to the hit roll and a 1 point bonus to the damage roll. Pole-arms gain 1 additional point of bonus damage. The charging attacker forfeits his Reaction for that round.
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Charge
Feb 19, 2013 17:59:08 GMT -5
Post by Deleted on Feb 19, 2013 17:59:08 GMT -5
you may of course attack with a pole weapon from two hexes away, but you do not get the Charge benefits i think i know what you mean now but had no clue at first. just want to clarify for other dumb noobs like myself... you can move 2 hexes, become adjacent to the target and attack with polearm OR you can throw your polearm at the target that is 2 hexes away NOT you can attack someone 2 hexes away (without moving or throwing) with your REALLY LONG polearm.
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Charge
Feb 25, 2013 13:49:05 GMT -5
Post by bizarrojoe on Feb 25, 2013 13:49:05 GMT -5
you may of course attack with a pole weapon from two hexes away, but you do not get the Charge benefits i think i know what you mean now but had no clue at first. just want to clarify for other dumb noobs like myself... you can move 2 hexes, become adjacent to the target and attack with polearm OR you can throw your polearm at the target that is 2 hexes away NOT you can attack someone 2 hexes away (without moving or throwing) with your REALLY LONG polearm. Actually, melee rules assumed a really long polearm! From what I read, you could "jab" an opponent with a polearm from two hexes away.
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Charge
Feb 25, 2013 13:51:32 GMT -5
Post by bizarrojoe on Feb 25, 2013 13:51:32 GMT -5
Characters with pole arms receiving a Charge also get +1d6 to damage if they hit. Does this assume a counterattack? Or could this apply to a character on their turn after they've been charged upon?
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Charge
Feb 25, 2013 14:43:11 GMT -5
Post by Deleted on Feb 25, 2013 14:43:11 GMT -5
i think i know what you mean now but had no clue at first. just want to clarify for other dumb noobs like myself... you can move 2 hexes, become adjacent to the target and attack with polearm OR you can throw your polearm at the target that is 2 hexes away NOT you can attack someone 2 hexes away (without moving or throwing) with your REALLY LONG polearm. Actually, melee rules assumed a really long polearm! From what I read, you could "jab" an opponent with a polearm from two hexes away. melee hexes were slightly smaller (1.33m = 4.36f) and only the longer polearms could do this. this still seemed like a real stretch to me but i just realized i'm not interpreting '2 hexes away' correctly. initially, i thought this meant there were 2 empty hexes between you and the target. now i see that it means there is only 1 empty hex between you and the target. my bad.
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Charge
Feb 25, 2013 14:47:22 GMT -5
Post by mister frau blucher on Feb 25, 2013 14:47:22 GMT -5
Characters with pole arms receiving a Charge also get +1d6 to damage if they hit. Does this assume a counterattack? Or could this apply to a character on their turn after they've been charged upon? Yeah, this is only for a Counterattack.
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