The way I'm reading Reckless Attack it sounds like after it is used, for the rest of the turn any attacks against the character have advantage. This would include melee, ranged, and magic.
I wanted to confirm that my reading is correct as it doesn't seem obvious to me why things like ranged and magical attacks would have advantage on someone being reckless. Trying to strike someone with a bow for instance seems like it would be easier against someone who is more measured in their attacks than someone wildly swinging, but even if someone does think it is easier to hit a maniac, is it twice as easy? Doesn't seem right, but that is how the rules seem to read. Can someone please confirm that I'm reading this correctly? Thanks
Reckless Attack essentially means you don't care whether you get hit, because you're focused completely on attacking, not necessarily that you're "swinging wildly". A typical melee turn can be viewed as a mix of those two, where you engage in little feints, shifts of position etc. to set up your attack(s). With Reckless Attack, you aren't doing any of that, just going full-on smash and trying to brute force your way through the opponent's defenses. (Of course, you can flavor it differently if you aren't a brute force sort of barbarian, but that's another discussion.)
Picture the classic scene of the warrior rooted in one spot hacking over and over and over in a burst of energy at a foe they've driven to one knee, who's desperately clinging to their shield for protection. That's Reckless Attack
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
If you're playing a barbarian, don't be shy about recklessly attacking. Sure, you'll get hit more, but you're a barbarian, you can take the punishment.
Compromise where you can. Where you can't, don't. Even if everyone is telling you that something wrong is something right. Even if the whole world is telling you to move, it is your duty to plant yourself like a tree, look them in the eye, and say, "No. You move."
A lot of barbarians don't care about AC anyway. They can weather battle with a huge slab of hit points which is effectively doubled by damage resistance.
And if you do care about AC, you can always subclass into Beast, because at lvl 6, you can get 1D8 worth of additional AC for a fight with the Tail, then if you have high Dex & Con your Unarmored Defense should be high as well. You could potentially have over 20 AC per fight.
*edit*
I understand now that it's only a once per turn, and not a permanent boost for every fight, this makes it a good thing because you can choose to not waist your reaction on an attack roll against you that meets or barely breaks your AC, while at the same time save your reaction for a possible oppurtunity attack, while using it for a higher attack roll
The way I'm reading Reckless Attack it sounds like after it is used, for the rest of the turn any attacks against the character have advantage. This would include melee, ranged, and magic.
I wanted to confirm that my reading is correct as it doesn't seem obvious to me why things like ranged and magical attacks would have advantage on someone being reckless. Trying to strike someone with a bow for instance seems like it would be easier against someone who is more measured in their attacks than someone wildly swinging, but even if someone does think it is easier to hit a maniac, is it twice as easy? Doesn't seem right, but that is how the rules seem to read. Can someone please confirm that I'm reading this correctly? Thanks
You're reading it correctly
Reckless Attack essentially means you don't care whether you get hit, because you're focused completely on attacking, not necessarily that you're "swinging wildly". A typical melee turn can be viewed as a mix of those two, where you engage in little feints, shifts of position etc. to set up your attack(s). With Reckless Attack, you aren't doing any of that, just going full-on smash and trying to brute force your way through the opponent's defenses. (Of course, you can flavor it differently if you aren't a brute force sort of barbarian, but that's another discussion.)
Picture the classic scene of the warrior rooted in one spot hacking over and over and over in a burst of energy at a foe they've driven to one knee, who's desperately clinging to their shield for protection. That's Reckless Attack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Thanks, that does sound right as far as it following the definition. Appreciate the confirmation!
If you're playing a barbarian, don't be shy about recklessly attacking. Sure, you'll get hit more, but you're a barbarian, you can take the punishment.
Just remember to rage before you reckless attack.
Compromise where you can. Where you can't, don't. Even if everyone is telling you that something wrong is something right. Even if the whole world is telling you to move, it is your duty to plant yourself like a tree, look them in the eye, and say, "No. You move."
A lot of barbarians don't care about AC anyway. They can weather battle with a huge slab of hit points which is effectively doubled by damage resistance.
And if you do care about AC, you can always subclass into Beast, because at lvl 6, you can get 1D8 worth of additional AC for a fight with the Tail, then if you have high Dex & Con your Unarmored Defense should be high as well. You could potentially have over 20 AC per fight.
*edit*
I understand now that it's only a once per turn, and not a permanent boost for every fight, this makes it a good thing because you can choose to not waist your reaction on an attack roll against you that meets or barely breaks your AC, while at the same time save your reaction for a possible oppurtunity attack, while using it for a higher attack roll