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Charging

frankthedm

First Post
Thanee said:
When charging, you need to take the shortest route, if two routes are equally short, then taking either one qualifies for taking the shortest route.
Nope, that exactly why there are rules governing how to determine which route truely is the shortest. In reality there is only one path that is shortest, the straight line, measured from the center of one base to the center of the other base, easily found with a ruler or tape measure, but since 3.5 combat happens on a grid another method was needed.

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.)

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.


CHARGE
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it 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 don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as 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.

Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above).

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge: Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.
 

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lostdreamer

First Post
Off the top of my head, I think you are getting two different actions confused.

A charge is straight line movement into toe-to-toe, and then an attack. You don't go anywhere afterwards, so ride-by is irrelevant.

And with ride-by you are using normal movement so can jink about as much as you want.

As I understand it, charge movement is NOT normal movement. So, no tumbling, drawing weapons or move-bys.
 

Mavrik

First Post
No Lostdreamer... ride by attack can only be used as part of a charge, When you use the charge action you may move and attack, as if with a standard charge and then move again continuing the straight line of the charge.

But as you can not change direction in a charge then the issue re-appears when the person you are charging blocks your onward movement, and you cant jink out of the way or choose to charge to a square where you could continue on, because you have to charge the nearest square you can attack from when charging

MAv
 

Zamtap

First Post
Randomly determine the closest square - roll a dice that isn't needed that slows the game down to no good purpose for both sides - no thanks it isn't important to me to slow the game down

far easier to do as we have done in the past and allow the choosing of the square to attack from if the distances are equal. there really is no importance to which square is closest if there is no diffrence in distance travelled

Zamtap
 

Ditch

First Post
Technically there is only one square that is closest. Sure the first diagonal only counts as 5' of your movement but it is really 7.5' away. You are just rounding the first diagonal down, and the second one is rounded up to 10' when making more than one diagonal movement. So if there is a question in your mind, just like it reads is how I'd play it. You charge to the nearest square. It's meant to be a charge, not a chess move to set up flanking for the rogue. ;)

Sorry, I realize that this may not help the OP's question all that much.
 

Mavrik

First Post
The answer seems to be in the FAQ ... If I had looked... they have an 'only for ride by attack rule' that allows you to charge the nearest square that will let you continue on.

"you must conduct your charge so that you move in a straight line toward the closest square from which it is possible to attack your chosen foe, so long as it is a square that allows you to attack and then continue on in the straight line of the charge. You still must attack your foe the moment you reach that square. (Although the feat description doesn’t say so, you and your mount also must move at least 5 feet after you make your attack to get the benefit of the feat.) This is a special rule for charging when using the Ride-By Attack feat. "
 


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