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Charge vs. Partial Charge
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<blockquote data-quote="Corwin" data-source="post: 18241" data-attributes="member: 1560"><p>Huh. Funny you should ask. The answer to your question lies in the first half of my previous post that you conspicuously decided not to quote in your reply. I will go ahead and paste it here so you don't have to go back and re-read it:</p><p></p><p>-----</p><p>"It's important to understand that the Sage's ruling is largely a matter of game balance and not logic. I agree with him on this one. </p><p></p><p>If you were allowed to move as your MEA and then set up a partial charge in another direction, it starts to eat away at the normal charge rules. You shouldn't be allowed to charge at a 90 degree angle, so no move+partial charge to get around it." </p><p>-----</p><p></p><p>Notice I was specifically addressing your concern before you even raised it? I specifically said that it was a matter of game balance, not in-game reasoning.</p><p></p><p>I think it is important to understand that if you allow <strong>every</strong> rule to be weighed using strictly in-game logic, you will soon find yourself swamped in minutia and getting a headache. Many rules are in place to make the game fun and fair. Balance is one of the most important, and least appreciated, aspects of an RPG. </p><p></p><p>But enough game design theory, and back to your point.</p><p></p><p>Your reasoning is flawed because you are assuming that the individual portions of a character's action are separate and distinct. That is incorrect. Within the 6 seconds of a round, any number of creatures are taking their actions. A mere split second after you start your action, someone else is doing something in response. Even if your action takes longer than that split second. Even though the D&D round is incrimentalized to allow for smooth play, that doesn't mean everyone else in the battle is waiting for you to use your precious 6 seconds before they act. In-game (the subject of your concern), things are happening fluidly and in constant motion. The PC in question does not actually stroll around the corner, see the orc, and then decide to rush the enemy. Within the limited time frame, he has few options. I he wants to rush an enemy more than his base move away, he has to charge them. Otherwise there is not enough time to get in the swing in that same moment. That is not to say that the PC could <strong>not</strong>[ have done what you imply he did. That is, to stroll around a corner, see his enemy, and then charge them. It just has to happen over the course of two combat rounds. That's it.</p><p></p><p>The same can be said about the argument involving moving away while casting a spell. You are not simply backing off 30 feet and <strong>then</strong> starting to cast. Within that short period of 6 seconds, you are starting to cast <strong>while</strong> backing off, thus drawing an AoO. Otherwise it wouldn't work that way.</p><p></p><p>Too many people seem to look at combat rounds like a non-realtime CRPG, or collectible card game. You go, then I go, then you go, etc. But, in-game, things are much more fluid and decompartmentalized. Thinking in the proper mode of thought helps a lot to get through this kind of problem.</p></blockquote><p></p>
[QUOTE="Corwin, post: 18241, member: 1560"] Huh. Funny you should ask. The answer to your question lies in the first half of my previous post that you conspicuously decided not to quote in your reply. I will go ahead and paste it here so you don't have to go back and re-read it: ----- "It's important to understand that the Sage's ruling is largely a matter of game balance and not logic. I agree with him on this one. If you were allowed to move as your MEA and then set up a partial charge in another direction, it starts to eat away at the normal charge rules. You shouldn't be allowed to charge at a 90 degree angle, so no move+partial charge to get around it." ----- Notice I was specifically addressing your concern before you even raised it? I specifically said that it was a matter of game balance, not in-game reasoning. I think it is important to understand that if you allow [b]every[/b] rule to be weighed using strictly in-game logic, you will soon find yourself swamped in minutia and getting a headache. Many rules are in place to make the game fun and fair. Balance is one of the most important, and least appreciated, aspects of an RPG. But enough game design theory, and back to your point. Your reasoning is flawed because you are assuming that the individual portions of a character's action are separate and distinct. That is incorrect. Within the 6 seconds of a round, any number of creatures are taking their actions. A mere split second after you start your action, someone else is doing something in response. Even if your action takes longer than that split second. Even though the D&D round is incrimentalized to allow for smooth play, that doesn't mean everyone else in the battle is waiting for you to use your precious 6 seconds before they act. In-game (the subject of your concern), things are happening fluidly and in constant motion. The PC in question does not actually stroll around the corner, see the orc, and then decide to rush the enemy. Within the limited time frame, he has few options. I he wants to rush an enemy more than his base move away, he has to charge them. Otherwise there is not enough time to get in the swing in that same moment. That is not to say that the PC could [b]not[/b][ have done what you imply he did. That is, to stroll around a corner, see his enemy, and then charge them. It just has to happen over the course of two combat rounds. That's it. The same can be said about the argument involving moving away while casting a spell. You are not simply backing off 30 feet and [b]then[/b] starting to cast. Within that short period of 6 seconds, you are starting to cast [b]while[/b] backing off, thus drawing an AoO. Otherwise it wouldn't work that way. Too many people seem to look at combat rounds like a non-realtime CRPG, or collectible card game. You go, then I go, then you go, etc. But, in-game, things are much more fluid and decompartmentalized. Thinking in the proper mode of thought helps a lot to get through this kind of problem. [/QUOTE]
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