| benwilsher18 |
I'm concerned that as written Caroming Charge is going to cause players to optimize all of the fun out of the Daredevil class, by just building around only using this feat every turn forever. Let me explain:
Let's assume our Daredevil has +4 Strength, and 25 movement speed. At level 2 once he has picked up Caroming Charge, he has the ability to do this every single turn:
Daring Stunt - Stride next to an enemy and perform an Athletics maneuver (probably Shove to deal Stunt damage if possible, but Trip if not).
OR just Strike if they are already next to an enemy, for probably 1d8+4 damage with a longsword, warhammer, etc.
Then once they have MAP, they use Caroming Charge - Stride 25 feet twice (or even 35 feet if they start both Strides next to a Prop), dealing a guaranteed unreduceable 1d6+4 damage (average 7.5) to an unlimited number of targets as long as they are within 2 Strides distance.
The damage ceiling for this damage is massive if there are multiple targets. Compare it to the best cantrip in the game Electric Arc, which does 2d4 damage (average 5) to 2 targets within 30 feet with a basic Reflex save for example, and and you can see how strong Caroming Charge is. Press is not a downside at all as this doesn't have any kind of roll involved. I'm also not including that RAW Caroming Charge doesn't seem to prevent you from affecting the same target multiple times properly.
By level 6, the Daredevil now deals 2d6+4 damage with Caroming Charge. Electric Arc is now dealing 4d4, which is still lower damage, and the Daredevil now can have Fleet and potentially Tailwind online to expand how many creatures they can target. On top of that, they now have Rushing Strike - which they can use with a D12 weapon like a greatsword if they want. So now every turn they can Stride, Strike with a weapon and deal 2d12+4 damage, and then run around everywhere dealing a guaranteed 2d6+4 damage to multiple foes.
This definitely needs to be reworked. Personally I think there should be two changes:
1. It can only effect each target once. This is probably intended anyway and just not written into the feat for some reason.
2. Creatures get a basic Reflex save against the higher of your Athletics or Acrobatics DC (or maybe just Class DC?) against the damage, and if a creature critically succeeds then you stop moving.