Artoomis
First Post
This has been discussed before. I'd just like to know if anyone has seen anything more-or-less official from WotC on this.
The 3.5 rules do not let you charge through an ally. In every other case you can move through an allies square. For an overrun, you can even move through an enemies square if they choose to let you go by during your charge.
Note that the overrun feat contradicts the charge movement rules by stating that you can always move thourgh a square when someone lets you go by.
Also, Ride-By Attack become virtually impossible is you really have to "move to the closest space from which you can attack the opponent." It would be most unusual for that space to be where you could keep going without running into the opponent.
This is obviously ludicrous. Have these been fixed yet?
FYI: The rules:
The 3.5 rules do not let you charge through an ally. In every other case you can move through an allies square. For an overrun, you can even move through an enemies square if they choose to let you go by during your charge.
Note that the overrun feat contradicts the charge movement rules by stating that you can always move thourgh a square when someone lets you go by.
Also, Ride-By Attack become virtually impossible is you really have to "move to the closest space from which you can attack the opponent." It would be most unusual for that space to be where you could keep going without running into the opponent.
This is obviously ludicrous. Have these been fixed yet?
FYI: The rules:
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.
Overrun: During your movement or as part of a charge, you can attempt to move through a square occupied by an opponent.
CHARGE
Charging is a special full-round action that ... carries tight restrictions on how you can move.
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)...
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn...
OVERRUN
You can attempt an overrun ... as part of a charge. ...With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move...
If you’re attempting to overrun an opponent, follow these steps...
Step 2: Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect.
If you were attempting the overrun as part of a charge, you may keep moving. (You can always move through a square occupied by someone who lets you by.) In either case, the overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.