This list isn't all-inclusive, so if you know of other approaches, let me know!
It's just two actions. Move. Attack.
Simple. Fits with Phoenix's one-action approach, but maybe not fun enough as it doesn't give that cinematic charging feel.
Regular movement speed. Lose Dex bonus to AC. Longer reach weapon attacks first, charger gains +2 to-hit. Can only charge once every 10 rounds.
Because your legs have to recharge?
+50% movement speed, Lose Dex bonus to AC and take an AC penalty of 1, bonus of 2 to-hit, double damage with some weapons (i.e., lance), defender gets init bonus of 2 and can set versus charge for an attack at double damage.
Pop quiz: which bonuses are -2 and which are +2?
d20 (D&D 3e)
Must move at least 10 feet in a straight line, may move double speed, +2 to-hit, -2 to AC, double damage with a lance, if defender has readied an action to set, they can do double damage on the readied attack.
DM: "Goblin sets for a charge". Player 2: "Fine, I don't charge". In years of 3e with several groups I never saw a single set-for-charge action. Why have a rule if almost noone uses it?
Must move at least 10 feet, may move normal speed (although you can spend a move action first to equal d20's distance), +1 to-hit.
Booorrrrriiiiinnnnggggg. But resolution is fast - since it doesn't really do anything except create arguments over terms like "nearest square". Now that I think about it, resolution wasn't actually so fast...
RuneQuest SRD LE
If a character can move a minimum of five metres, he can make a charge. He may move a distance up to twice his Movement. This must be in a straight line and he must end up adjacent to an enemy. When the move is complete, a close combat attack may be made against the enemy. If the attack is successful, the character gains a bonus of +1D4 damage.
This makes sense and is easy but it doesn't seem like there is much of a reason not to charge whenever possible (i.e., no tradeoff - unless I missed something?).
Rolemaster Classic Arms Law:
- The combatant must use a Pace of at least Run to close with their foe.
- They may make turns while running, but only the distance in Final Approach is used to determine the bonus to OB.
- Final Approach is the distance between the combatant’s last turn and their foe.
- The bonus to OB is equal to the number of feet of the final approach; it cannot be greater than +50.
- The charging combatant also receives a penalty to their DB equal to the OB bonus.
- Some sort of penalty to intiative, and maybe some other things, but to be honest I've already lost track of how this works... holy crap, I thought 4e combat was slow. I've seen video games with simpler internal resolution mechanics.
|A simple picture describing the Rolemaster Charge-Attack.|
Really? So far I've found a few thousand words in various GURPS books on charges and I still can't figure it out. I even found a post on SJGames's forums talking about it and from what I can tell it all makes Rolemaster look like a game of "go-fish".
With the simplicity of Phoenix and my desire to have fast moving cinematic combat, some of these approaches are more appealing than others. I clearly desire a tradeoff for a charge - perhaps even giving active defenders a free attack. But there should be a clear benefit to charging that makes the risk exciting.
Ah well, at least it was fun to put this list together!