This is an experiment for a possible ongoing series of posts. I am thinking of digging into some of my favorite 4e powers, and those recommended by subscribers, to show how they work and how you can get the most from them.
Give this post a like if this is something you would like to see more of. And drop some comments if there are ways you think posts like this could be better.
Position is everything in 4e combat. If you can keep your character moving and force your enemies to move against their will, then you will have a clear advantage during the fight.
Come and Get It is a fantastic way to control enemy placement. This power lets you yank enemies toward you and attack them on your terms, making it perfect for disrupting enemy formations and setting up devastating combos with your allies.
Let’s take a look at it in practice.
After this message…
Support the Journal
All my new content is free for everyone. If you like this content, you can show your support for the journal by making a one-time contribution through PayPal or Ko-Fi.1
OR, consider becoming a paid subscriber. Be sure to read my About page for details.
Why This Power Is Valuable
Fighters are defenders. They excel at battlefield control and putting themselves in between the enemy and their allies.
There are times when it makes sense for your fighter to run to the enemy. But there are also cases where they cannot, or should not, make such a move. Rather than miss out on an opportunity to deal some damage, the Come and Get It attack brings the fight to them. This power lets you pull enemies so they are adjacent to you. This not only allows you to deal some serious damage, it could also disrupt the battlefield.
Rules Lawyer
Enemies in the burst area are pulled up to 2 squares to a position adjacent to you. Here are some key points to keep in mind.
You must be able to see the creature. A burst has a line of effect from your point of origin. If you cannot see a square, then it is not part of the burst even if it is in range.
Creatures you pull must end the move adjacent to you. If any creature cannot end the move adjacent to you, then you cannot pull them.
Pulling requires that each move MUST position the creature closer to you. You cannot push the creature away, nor can you move the creature parallel to you. The best way to assess if you are adhering to the rule, is to count the number of squares on the shortest path between you and the creature. With each move, that number must be reduced or else it is not a pull.
Once you have moved the targets, you then get to make a melee attack against the adjacent enemies. This attack is a close burst 1 so you make an attack using Strength vs AC against each adjacent enemy and then roll damage once for all hits.
Real-World Tactics
In this example, our fighter has taken a position at the center of the battle . They are currently engaged in melee combat with Resh. On the fighter’s turn, they use Come and Get It to move two additional enemies into melee range.
The Close Burst 3 extends from the fighter’s location. Epsilon is not in range and cannot be pulled. Omega is in the burst area with line of sight, but is blocked by the warlock and the walls of the cavern. They also cannot be moved.
Gimel and Kappa can be moved. Gimel is pulled away from the cleric who was caught out of position and at risk of being attacked. But, even better, Kappa is pulled into a flanked position between the fighter and the rogue.
Once the enemies have been moved, Come and Get It allows the fighter to make a Close Burst 1 attack on all adjacent targets using Strength vs AC. The fighter can attack ALL enemies in the burst, not just those that were pulled. Gimel, Kappa, and Resh are all attacked.
By using Come and Get It, the fighter accomplished three things…
Saved the cleric from a possible attack by pulling Gamel out of range
Positioned an enemy (Kappa) into a flanking position to help the rogue
Attacked three enemies
4th Edition is rarely about swinging your weapon round after round. Powers make every player’s turn into something amazing.
What do you think?
PayPal and Ko-Fi contributions are processed via Shenanigans Media LLC
>By using Come and Get It, the fighter accomplished three things…
Correction, "four things..."
The fighter also marks all three enemies, meaning none can move or shift away, and all take a penalty to attacks that don't target the fighter, there y focusing the combat and allowing his allies freedom to execute their roles.
Interesting! I liked the gif example very visual