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<blockquote data-quote="Xath" data-source="post: 2227589" data-attributes="member: 17040"><p>Well, partially, the idea would be that you wouldn't charge an opponent that another PC was attacking. Because charging into melee combat is generally a bad idea. BUT, on the general principle that you had designated an attack on an opponent that died, it would depend. If there were other persons within your attack range, I'd say no problem. If not, it would depend on the situation. </p><p></p><p>Ex 1. If you were charging towards an opponant, but the instant before you get there, he becomes pincushioned with arrows from your party archer, I'd say your charge completes into the dead body before it falls, and you may spend the remainder of your round throwing a dirty look at the archer who yoinked your kill. (Since the archer would have declared her attack before you, in order to act before you, the more fool you for declaring a charge on the guy when you know how much the archer kicks butt.)</p><p></p><p>Ex 2. You and a buddy are surrounded by opponents and he whacks the one you want to attack, but there's another one right next to him. You turn your thrust into a swipe and slash at the other opponent.</p><p></p><p>I sort of talked about this in the event of cleave. I'd say that in a normal attack round, you should designate a close secondary target in the event yours gets whacked. If you're fighting with a long-range weapon, the location of your secondary doesn't really matter (though I'd say he shouldn't be behind you.) If you're fighting melee, and you rush off with 5 other PC's to a lone target, then if he kicks it, your turn sucks. Fortunately, using this system, it won't last that long. If you rush off to a group, and one of them kicks it, you can freely attack your secondary. </p><p></p><p>So common sense kicks in. If you run off to fight one weak guy with five other people, suspect that your character might spend his remaining move action rushing off to another target, as opposed to killing someone. Fight strategically, and these events should be minimized. That's why you get to talk IC during Phase 2.</p></blockquote><p></p>
[QUOTE="Xath, post: 2227589, member: 17040"] Well, partially, the idea would be that you wouldn't charge an opponent that another PC was attacking. Because charging into melee combat is generally a bad idea. BUT, on the general principle that you had designated an attack on an opponent that died, it would depend. If there were other persons within your attack range, I'd say no problem. If not, it would depend on the situation. Ex 1. If you were charging towards an opponant, but the instant before you get there, he becomes pincushioned with arrows from your party archer, I'd say your charge completes into the dead body before it falls, and you may spend the remainder of your round throwing a dirty look at the archer who yoinked your kill. (Since the archer would have declared her attack before you, in order to act before you, the more fool you for declaring a charge on the guy when you know how much the archer kicks butt.) Ex 2. You and a buddy are surrounded by opponents and he whacks the one you want to attack, but there's another one right next to him. You turn your thrust into a swipe and slash at the other opponent. I sort of talked about this in the event of cleave. I'd say that in a normal attack round, you should designate a close secondary target in the event yours gets whacked. If you're fighting with a long-range weapon, the location of your secondary doesn't really matter (though I'd say he shouldn't be behind you.) If you're fighting melee, and you rush off with 5 other PC's to a lone target, then if he kicks it, your turn sucks. Fortunately, using this system, it won't last that long. If you rush off to a group, and one of them kicks it, you can freely attack your secondary. So common sense kicks in. If you run off to fight one weak guy with five other people, suspect that your character might spend his remaining move action rushing off to another target, as opposed to killing someone. Fight strategically, and these events should be minimized. That's why you get to talk IC during Phase 2. [/QUOTE]
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