Saturday, March 10, 2012

Anatomy of the At-Will (IV): Charging

The charge action in D&D 4E is a good idea that suffers from terrible implementation. In principle, there is nothing wrong with the idea of giving melee characters a method to close the distance, sacrificing the fancy options of their at-will and encounter powers for some added mobility attached to a basic but serviceable attack. When you look at it that way, adding a small accuracy bonus seems like a nice way to sweeten the deal. And, since we are talking about an unexciting and situational maneuver, there is no danger in providing a magic item or two to boost it when it does come up. Damage bonuses are usually typed so that they do not easily stack, but a small exception here or there is innocent enough, right? As we are on it, why not throw in a feat that adds a ton of damage on a charge, but only under rare conditions like having combat advantage, and while using crappy weapons like light blades and spears, to make it balanced? Yes, that should work just fine...

Due to a series of poor design decisions, charging has become an overpowered mess. The crux of the matter is this: what was originally conceived as a weaker attack that can be useful in specific circumstances can be easily engineered into an at-will wrecking ball that can be spammed for way more damage than your average encounter power. There are many items and feats that can be taken to improve a charge - and a lot of them are way above the power curve of conventional damage boosting options (like Weapon Focus), and easily stack with each other, to boot. This is only compounded by the interaction of charges with game elements that boost basic attacks (which are left for a future article) and the proliferation of Essentials subclasses based on melee basic attacks.

Read More......