irdeggman said:Which as you pointed out violates the stipulation of attack when getting to the threatened square. "First, you must move to the closest space from which you can attack the opponent." {pg 154 PHB}
nute said:Definitely no. Charge is a full-round action that includes an attack. If you combine Bull Rush, the Bull Rush counts as your attack, since like an attack it is a standard action.
Hypersmurf said:An attack isn't a standard action when it's part of a charge.
A bull rush isn't a standard action when it's part of a charge.
-Hyp.
nute said:But a Charge is a full-round action. You don't get to do anything else but the Charge.
Charge w/attack (run up and hit Johnny Minotaur with a sword)
Charge w/bull rush (run up and push Johnny Minotaur back 5')
Charge w/bull rush AND attack (run up, push Johnny Minotaur back 5' AND hit him with a sword)
Hypersmurf said:Right. And the Bull Rush is part of the Charge.
In a normal round, I can:
Move 60 feet (two move actions)
Move 30 feet and attack (move action + standard action)
Move 60 feet and attack (charge action)
Number 3 is more powerful than 1 or 2; does that mean it's incorrect?
-Hyp.
nute said:IMC, Bull Rush falls into the category of Special Attack Actions like Sunder, Trip, Disarm, and Overrun. Thus, anything that allows a "melee attack" can allow one of those actions. Charge is basically "Move+melee attack in one full-round action for +2 to hit, -2 to AC, and +2 to Strength if making a Bull Rush".
Bullrush has its own drawbacks such as provoking attacks of opportunity. It also is not always desireable to push an opponent backward. In many cases option 1 will be a more powerful choice than option 3.Charge w/attack (run up and hit Johnny Minotaur with a sword)
Charge w/bull rush (run up and push Johnny Minotaur back 5')
Charge w/bull rush AND attack (run up, push Johnny Minotaur back 5' AND hit him with a sword)
It seems like 3 is a bit overpowered tactically compared to 1 and 2, which we KNOW are possible as written. I'd rule that you can do 1 or 2, but not 3.
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it has carriest tight restrictions on how you can move.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.