Stopping a Charge [Archive] - Wizards Community

Post/Author/DateTimePost
Swiftbrook

02-06-07, 11:25 AM
I working on a fighter build (see dwarf thread). I've heard there is a combination of feats that lets you attack, stop and/or sidestep a NPC charging you. I'm not sure what that/those feat(s) are. Can you help?

I have yet to see anyone declare that they are preparing for a charge. Also, DM's are very unlikely, either intentionally or unintentionally, to charge a character readying for a charge, so the need for the feats. If the DM dosn't know you can stop the charge, he may charge.

-Swiftbrook
trollbill

02-06-07, 12:16 PM
Well, first of all, you don't need to ready against a charge. You can simply ready an action to attack if an enemy gets within your threat range. If you have done this, and you have a weapon/feat that provides a bonus against a charge (like double damage from a spear), and the enemy charges, that's all you need is a readied action to attack. You don't need to declare you are readying against a charge, though you could if you wanted.

There are several feats that can stop a charge, but most of them are not Core for LG. The best way I can think of to stop a charge is to have a Reach Weapon you can trip with and Improved Trip. That, or ready an action to cast Grease...or Wall of Force. :eek:
Mommy was an Orc

02-06-07, 12:22 PM
Hold the Line is a Core feat. That plus Combat Reflexes and a Reach Weapon and a Readied action can be deadly to a charge build. The other thing to remember is that Charges must be in a straight line - when you ready your action, it goes off before the charge does - so you 5' step away from the line of the charge as part of your readied action.
clannagh

02-06-07, 06:07 PM
I working on a fighter build (see dwarf thread). I've heard there is a combination of feats that lets you attack, stop and/or sidestep a NPC charging you. I'm not sure what that/those feat(s) are. Can you help?

I have yet to see anyone declare that they are preparing for a charge. Also, DM's are very unlikely, either intentionally or unintentionally, to charge a character readying for a charge, so the need for the feats. If the DM dosn't know you can stop the charge, he may charge.

-Swiftbrook

Don't you just love those psychic monsters that know you have hold the line and combat reflexes even if the last time you used it was against different monsters 4 encounters ago.
Daverius

02-06-07, 06:39 PM
One way to stop a charge is to get a towershield, put yourself way up front and go total cover. According the FAQ, you'll need to use a standard action to activate the total cover action from a towershield, you also have to pick a side where the shield would be placed. This creates an obstcle and prevents charges. Good way to negate monsters with charge attacks, like minotaurs or mounted enemies.

The bad guy will either try to sunder your shield (wasting a charge) or move up and try to hit you....(negating the charge).

Daverius
trollbill

02-06-07, 07:16 PM
Or you could just take away their credit card.
Iswald

02-06-07, 11:06 PM
Don't you just love those psychic monsters that know you have hold the line and combat reflexes even if the last time you used it was against different monsters 4 encounters ago.

They must have made their knowledge [local] checks.
Eric Anondson

02-07-07, 12:11 AM
The other thing to remember is that Charges must be in a straight line - when you ready your action, it goes off before the charge does - so you 5' step away from the line of the charge as part of your readied action.Would this stepping out of the way cancel the charge? Turn it, so to speak, into a simple move without charge bonuses? Does it cancel the doubling of a set weapon?

This is a very interesting tactic I had never anticipated or seen used.
clannagh

02-07-07, 12:40 AM
another one i have considered with my archer but never had the opportunity to use is prepare an action to throw a tanglefoot bag.
solbergb

02-07-07, 01:43 AM
My sorcerer quite commonly uses various battlefield control spells to ruin charges. It's a twofer - they waste their action AND they don't get to break out of whatever crap you put them in (evards, grease, soon solid fog) until your entire party AND you get to go again.

Obscuring mist scrolls are also an excellent antidote to the bunch of mounted guys about to spirited charge the party. You have to see the target to charge it, and fog also slows movement.

Smokesticks can do the same thing, but on a much smaller scale.
Mommy was an Orc

02-07-07, 09:00 AM
Would this stepping out of the way cancel the charge? Turn it, so to speak, into a simple move without charge bonuses? Does it cancel the doubling of a set weapon?

This is a very interesting tactic I had never anticipated or seen used.

The usual problem with it is that a charger has reach and/or your party might still present him with a valid target. But take a look at this:
C......X
.........T
...........Y

So C = charger who is wielding a non-reach weapon. X is the closest spot he can go to attack T. T has readied to attack him with his Longspear. As his action goes first, he hits C and as part of his readied action, he then takes his 5' step to Y.

C can't move to T as that involves no longer moving in a straight line.

He does lose his AoO, but that's often not a big deal, especially if you're dealing with a pounce build.
Eric Anondson

02-07-07, 12:12 PM
I like it.

A question I still have is can you ready an action to attack a target that gets in your threat range, like trollbill suggested, and when a target charges into a square within your threat range to set for charge?
trollbill

02-07-07, 01:15 PM
I like it.

A question I still have is can you ready an action to attack a target that gets in your threat range, like trollbill suggested, and when a target charges into a square within your threat range to set for charge?

Hmmm...I could have sworn I read somewhere where it only mentions readying an attack against a charge, not actually readying an action to set against a charge, but now I can't find it. So I may be mistaken.
amnuxoll

02-07-07, 03:26 PM
Isn't there a magic item (a pair of boots) that lets' you stop a charge?
Howie23

02-07-07, 05:00 PM
I like it.

A question I still have is can you ready an action to attack a target that gets in your threat range, like trollbill suggested, and when a target charges into a square within your threat range to set for charge?

Ready to attack a target that gets in threat range and Set a weapon to receive a charge are two different readied actions. You can't change a readied action.

David
catsclaw

02-07-07, 06:28 PM
Would this stepping out of the way cancel the charge? Turn it, so to speak, into a simple move without charge bonuses? Does it cancel the doubling of a set weapon?

This is a very interesting tactic I had never anticipated or seen used.Probably because you should expect table variation on it, at the least. It's a side-effect of the turn-based mechanics (i.e., if you charge someone who is right at the edge of your range, and they 5' step backwards, you no longer have the range to reach them. This doesn't really make a lot of sense, any more than hanging in midair with you run out of movement during a jump does).

A 5' step represents the constant repositioning that's going on during the 6 seconds a round takes. As such, if someone charges, I assume they're running in a straight line toward you, and if you try and 5' step out of the way I'll just reposition them to the closest legal square and allow them their attack. You'd need something a little better (like a feat or a skill trick) if you expect to get out of a charge that easily.
cycloptic_squirrel

02-08-07, 01:37 AM
Or you could just take away their credit card.
:P

That was so groan worthy I don't think I'm going to dignify that with a response.
Mommy was an Orc

02-08-07, 08:34 AM
Probably because you should expect table variation on it, at the least. It's a side-effect of the turn-based mechanics (i.e., if you charge someone who is right at the edge of your range, and they 5' step backwards, you no longer have the range to reach them. This doesn't really make a lot of sense, any more than hanging in midair with you run out of movement during a jump does).

Actually, it isn't a side-effect. You've got a readied action and as part of that readied action, you swing at them and then step out of the way of the charge. You're not stepping backwards, you're stepping side ways.

Matadors do this all the time.
Rerednaw

02-08-07, 11:58 AM
Hold the Line is a Core feat. That plus Combat Reflexes and a Reach Weapon and a Readied action can be deadly to a charge build...

I find that Cbt Rflx and a reach weapon will halt a charge more frequently that others realize. And it works in those all important surprise and first rounds.

Most of my toons also carry caltrops. Cheap and effective. Against natural fliers, a tanglefoot bag (50 gp a shot though, ouch) works fairly well.
catsclaw

02-09-07, 09:28 AM
Actually, it isn't a side-effect. You've got a readied action and as part of that readied action, you swing at them and then step out of the way of the charge. You're not stepping backwards, you're stepping side ways.

Matadors do this all the time.And matadors require years of training to do it, and not infrequently get hit anyway. It's not something any 1st level commoner could do without training.

In combat, everything is supposed to be happening simultaneously -- the turn-based system is an abstraction. So, I charge you with a warclub by running straight at you and screaming; you wind up with a longsword ready to hit a home run.

When I arrive, three things happen more-or-less simultaneously. You follow through with your swing to my gut, you use that swing to carry you a couple steps to the left, and I bring that club crashing down over your head. There's no way you could be in range to hit me with that sword without me being in range to hit you with that club. At my table, I'd let you take the 5' step, but you're not going to be able to avoid the charge attack by taking it.

And bringing up these rule abuses in the middle of an LG round is a great way to bring a game to a crashing halt and institute a 15-minute rules argument. If you're going to try it, at least have the decency to mention it to the judge before the round starts.
Mommy was an Orc

02-09-07, 09:44 AM
When I arrive, three things happen more-or-less simultaneously. You follow through with your swing to my gut, you use that swing to carry you a couple steps to the left, and I bring that club crashing down over your head. There's no way you could be in range to hit me with that sword without me being in range to hit you with that club. At my table, I'd let you take the 5' step, but you're not going to be able to avoid the charge attack by taking it.


Except the events are not happening simultaneously at all. I'm not using a longsword, I'm using a longspear(or other reach weapon). You're charging in a straight line, intending to swing your club like a baseball bat. When you get 10' away, my readied action goes off - I poke you with the spear and then step out the line of your charge.

You're still 10' away when this happens - you don't have a good spirit of the rules case that you should be allowed to take your swing(as you would if you were 5' away)
catsclaw

02-09-07, 02:30 PM
Except the events are not happening simultaneously at all. I'm not using a longsword, I'm using a longspear(or other reach weapon). You're charging in a straight line, intending to swing your club like a baseball bat. When you get 10' away, my readied action goes off - I poke you with the spear and then step out the line of your charge.

You're still 10' away when this happens - you don't have a good spirit of the rules case that you should be allowed to take your swing(as you would if you were 5' away)Yes, that makes perfect sense, assuming:

1) I run up to where you can reach me with the spear, then stop.

2) You attack me, then walk 5' away.

3) I begin running again, and run to where you were standing before you moved.

This is idiotic, and it's not even RAW -- RAW doesn't have any rules covering what happens if the target of a valid charge moves for some reason.

You're exploiting a situation the rules model badly. Our actions are supposed to be happening simultaneously. I run at you, and you jab at me with a spear while slowly circling. You want your 5' step to be a split-second jump out of my path, but it's not. It's a gradual repositioning over the entire 6-second round, which is simulated as a sudden 5' adjustment, and it doesn't allow you to avoid getting hit by my charge.
solbergb

02-09-07, 06:21 PM
Actually...the maneuver described here is pretty much the maneuver Whitebelts were supposed to use while sparring to prevent the attacking blackbelts from sending them flying across the room when I was taking Shotokan Karate.

You step out of the line of the attack. The attacker is now vulnerable to a counter attack. If he changes direction to follow you, he loses most of the force of his attack and you can ignore it.

Of course this strategy works poorly if he's armed with a knife instead of a fist, since you don't need a lot of power to drive a knife into a stomach or throat.

But a charge is a lot like the lunge maneuvers we were being taught to avoid. you've committed yourself to a direction and line of force.

If he was just moving+attacking, the 5' shift from 10' away isn't a problem.

All that said...I don't do the maneuver Andy is advocating because 95% of the time it causes an instant rules argument, no need to add water.
KarmaInferno

02-09-07, 06:31 PM
Couldn't you just ready a move action (as your "standard action") to move into the path of the charging opponent?

It'd prevent them from charging another party member, as you cannot charge through occupied spaces.


-karma
Iswald

02-10-07, 02:24 AM
I working on a fighter build (see dwarf thread). I've heard there is a combination of feats that lets you attack, stop and/or sidestep a NPC charging you. I'm not sure what that/those feat(s) are. Can you help?


The Sidestep feat from MH. If you make an AoO, you can also take a 5' step after your attack which doesn't count as a 5' step or other movement for your turn. Requires dodge, mobility, good dex and some ranks in tumble. With combat reflexes, you can keep moving 5' each AoO.
solbergb

02-10-07, 11:12 AM
Couldn't you just ready a move action (as your "standard action") to move into the path of the charging opponent?

It'd prevent them from charging another party member, as you cannot charge through occupied spaces.


-karma

Yes, that works. May Judges will let the person attack you instead though, especially with the Cometary Collision feat rule mechanics as a precedent.

This might be ok though, if you're a lot tougher than the guy you're warding.
KarmaInferno

02-11-07, 12:28 AM
Yes, that works. May Judges will let the person attack you instead though, especially with the Cometary Collision feat rule mechanics as a precedent.

This might be ok though, if you're a lot tougher than the guy you're warding.

This is of course when playing a trip specialist with a reach weapon would be really useful.

=)


-karma
Swiftbrook

02-11-07, 05:24 PM
Bump

Isn't there a magic item (a pair of boots) that lets' you stop a charge?

I thought I heard this as well, but I can't find them.

-Swiftbrook
Crazy Boro

02-11-07, 05:30 PM
Bump



I thought I heard this as well, but I can't find them.

-Swiftbrook

The closest thing that I can recall are the Steadfast Boots. They don't stop a charge, but they help out in other circumstances. They make you immune to being tripped, bullrushed, and (as long as you wield a medium or larger melee weapon) you also count as being set against a charge. You can always use your set attack to try and stop it.