Zamtap said:
Please can you (or someone who knows) tell me what are you quoteing from here? (page and book) cause that sounds fine for magic which has no thought or turning (again no thought). I'm not sure without context if it's relavent to charging
i'm slightly uncomfotable with this because a PC or NPC has thought and can make choices between equal possibilities. it's not as far as i can see in the special attacks section of the PHB
thanks in advance
Zamtap
In nearly all games it appears in, a
charge is a straight line right to the target, not to the most advantageous position. That’s part of charging. If where the PC or NPC end up is important , then the onus is on the character to
double move.
In games without grids, a charter charging follows a straight line to the foe, very simple, no room for arguments.
Since in the grid system, squares are counted to determine distance, one could attempt to veer of to one side or the other because the first diagonal is only 5 feet of movement. This is not how charging operates. To make sure charging can not be taken advantage of, chance determines which is the “closest square”, not which square gives flanking to the fighter and rogue against the opponent.
It is mildly buried.
Combat
MOVEMENT, POSITION, AND DISTANCE...
TACTICAL MOVEMENT...
Encumbrance:.....
Hampered Movement:.....
Movement in Combat:.....
Bonuses to Speed:.....
Measuring Distance......
Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.