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Difficult Terrain and Charging (Over the Wall)
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<blockquote data-quote="frankthedm" data-source="post: 4749212" data-attributes="member: 1164"><p>Are you sure that is what the rulebooks called for? Unless the <em>Special Edition Faux Leather PHB</em> or <em>Rules Compendium</em> have changed the wording on <a href="http://www.d20srd.org/srd/combat/specialAttacks.htm#charge" target="_blank">charging</a>...</p><p></p><p><em>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, <u>if any line from your starting space to the ending space passes through a square</u> that blocks movement, <strong>slows movement</strong>, or contains a creature (even an ally), you can’t charge. (<a href="http://www.d20srd.org/srd/conditionSummary.htm#helpless" target="_blank">Helpless</a> creatures don’t stop a charge.)</em></p><p><em></em> </p><p>Indeed the wording of the splatbook feat Leap Attack also seems to go along with the <em>mere presence</em> of slowing terrain ruins a charge.</p><p></p><p style="text-align: left"><a href="http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=3" target="_blank"><em><strong>Leap Attack</strong></em></a></p> <p style="text-align: left"><em>You can combine a powerful charge and a mighty leap into one devastating attack.</em></p> <p style="text-align: left"><em><strong>Prerequisites:</strong> Jump 8 ranks, Power Attack.</em></p> <p style="text-align: left"></p> <p style="text-align: left"><em><strong>Benefit:</strong> You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.</em></p> <p style="text-align: left"></p> <p style="text-align: left"><em>This attack must follow all the normal rules for using the Jump skill and for making a charge, <u>except that you ignore rough terrain in any squares you jump over.</u></em></p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left">Now the <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> <a href="http://www.wizards.com/default.asp?x=dnd/er/20030221a" target="_blank"><strong>FAQ</strong></a> does try to claim a character can normally jump over rough terrain as part of a charge, but the faq claims a lot of things. IMO This is one of the times the FAQ has a good idea, but it is also one of the times the FAQ suggests something other than what the rules call for.</p> <p style="text-align: left"></p> <p style="text-align: left"></p><p><span style="font-size: 9px"><strong>Can my character make a jumping charge attack, either</strong></span></p><p><span style="font-size: 9px"><strong>with a long jump or a high jump? Do I need the feats Fleet</strong></span></p><p><span style="font-size: 9px"><strong>of Foot or Psionic Charge? If I can make a high jump as</strong></span></p><p><span style="font-size: 9px"><strong>part of a charge, can I use it in conjunction with Battle</strong></span></p><p><span style="font-size: 9px"><strong>Jump?</strong></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You can make a long jump as part of a charge. You must</span></p><p><span style="font-size: 9px">still follow all the normal rules for making a charge, such as</span></p><p><span style="font-size: 9px">moving in a straight line on the battle grid. This tactic can let</span></p><p><span style="font-size: 9px">you avoid some of the normal restrictions against charging. If a</span></p><p><span style="font-size: 9px">square of difficult terrain is between you and your charge</span></p><p><span style="font-size: 9px">target, you could possibly jump over it with a long jump. (The</span></p><p><span style="font-size: 9px">fact that your jump means that your movement isn’t a perfectly</span></p><p><span style="font-size: 9px">straight line doesn’t make the charge illegal—you’re still</span></p><p><span style="font-size: 9px">moving in a straight line as far as the battle grid is concerned,</span></p><p><span style="font-size: 9px">and the jump isn’t really changing your direction.)</span></p><p><span style="font-size: 9px">Making a high jump as part of a charge is trickier. It’s hard</span></p><p><span style="font-size: 9px">to imagine a significant high jump that doesn’t change your</span></p><p><span style="font-size: 9px">direction; after all, you’re now moving vertically rather than</span></p><p><span style="font-size: 9px">laterally. Furthermore, if you have to slow your movement at</span></p><p><span style="font-size: 9px">any point of the charge, you can’t make the charge. For</span></p><p><span style="font-size: 9px">instance, if you make a high jump toward a ledge as part of a</span></p><p><span style="font-size: 9px">charge, then have to pull yourself up to the ledge before</span></p><p><span style="font-size: 9px">continuing, that’s not a charge, it’s a move or a double move.</span></p><p><span style="font-size: 9px">It’s the same for the “hop up” maneuver described on page 77</span></p><p><span style="font-size: 9px">in the PH: Since it counts as 10 feet of movement, you can’t</span></p><p><span style="font-size: 9px">perform such a maneuver as part of a charge.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Fleet of Foot (found in the PG) and Psionic Charge (from</span></p><p><span style="font-size: 9px">the XPH) might make performing a high jump as part of a</span></p><p><span style="font-size: 9px">charge a little easier. Both feats allow a single change in</span></p><p><span style="font-size: 9px">direction of up to 90 degrees during the charge, which should</span></p><p><span style="font-size: 9px">be sufficient to allow you to make a high jump as part of a</span></p><p><span style="font-size: 9px">charge. Neither feat allows you to ignore the restrictions on</span></p><p><span style="font-size: 9px">slowed movement during a charge.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If you’re capable of making a high jump that brings you at</span></p><p><span style="font-size: 9px">least 5 feet above an enemy, you could employ the Battle Jump</span></p><p><span style="font-size: 9px">feat (from Una) without having to start at a higher location. Of</span></p><p><span style="font-size: 9px">course, that would require a Jump check result of at least 40 for</span></p><p><span style="font-size: 9px">a Medium opponent, so it’s out of reach of most characters.</span></p><p><span style="font-size: 9px">You’d also have to make the Jump check from adjacent to your</span></p><p><span style="font-size: 9px">foe, so it would provoke attacks of opportunity (since you’re</span></p><p><span style="font-size: 9px">moving upward out of a threatened square). All in all, it sounds</span></p><p><span style="font-size: 9px">like a pretty tricky maneuver, but cinematically very exciting</span></p><p><span style="font-size: 9px">indeed.</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 4749212, member: 1164"] Are you sure that is what the rulebooks called for? Unless the [I]Special Edition Faux Leather PHB[/I] or [I]Rules Compendium[/I] have changed the wording on [URL="http://www.d20srd.org/srd/combat/specialAttacks.htm#charge"]charging[/URL]... [I]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, [U]if any line from your starting space to the ending space passes through a square[/U] that blocks movement, [B]slows movement[/B], or contains a creature (even an ally), you can’t charge. ([URL="http://www.d20srd.org/srd/conditionSummary.htm#helpless"]Helpless[/URL] creatures don’t stop a charge.) [/I] Indeed the wording of the splatbook feat Leap Attack also seems to go along with the [I]mere presence[/I] of slowing terrain ruins a charge. [LEFT][URL="http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=3"][I][B]Leap Attack[/B][/I][/URL][/LEFT] [LEFT][I]You can combine a powerful charge and a mighty leap into one devastating attack.[/I][/LEFT] [LEFT][I][B]Prerequisites:[/B] Jump 8 ranks, Power Attack.[/I] [/LEFT] [LEFT][I][B]Benefit:[/B] You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.[/I] [/LEFT] [LEFT][I]This attack must follow all the normal rules for using the Jump skill and for making a charge, [U]except that you ignore rough terrain in any squares you jump over.[/U][/I] Now the :hmm: [URL="http://www.wizards.com/default.asp?x=dnd/er/20030221a"][B]FAQ[/B][/URL] does try to claim a character can normally jump over rough terrain as part of a charge, but the faq claims a lot of things. IMO This is one of the times the FAQ has a good idea, but it is also one of the times the FAQ suggests something other than what the rules call for. [/LEFT] [SIZE=1][B]Can my character make a jumping charge attack, either with a long jump or a high jump? Do I need the feats Fleet of Foot or Psionic Charge? If I can make a high jump as part of a charge, can I use it in conjunction with Battle Jump?[/B] You can make a long jump as part of a charge. You must still follow all the normal rules for making a charge, such as moving in a straight line on the battle grid. This tactic can let you avoid some of the normal restrictions against charging. If a square of difficult terrain is between you and your charge target, you could possibly jump over it with a long jump. (The fact that your jump means that your movement isn’t a perfectly straight line doesn’t make the charge illegal—you’re still moving in a straight line as far as the battle grid is concerned, and the jump isn’t really changing your direction.) Making a high jump as part of a charge is trickier. It’s hard to imagine a significant high jump that doesn’t change your direction; after all, you’re now moving vertically rather than laterally. Furthermore, if you have to slow your movement at any point of the charge, you can’t make the charge. For instance, if you make a high jump toward a ledge as part of a charge, then have to pull yourself up to the ledge before continuing, that’s not a charge, it’s a move or a double move. It’s the same for the “hop up” maneuver described on page 77 in the PH: Since it counts as 10 feet of movement, you can’t perform such a maneuver as part of a charge. Fleet of Foot (found in the PG) and Psionic Charge (from the XPH) might make performing a high jump as part of a charge a little easier. Both feats allow a single change in direction of up to 90 degrees during the charge, which should be sufficient to allow you to make a high jump as part of a charge. Neither feat allows you to ignore the restrictions on slowed movement during a charge. If you’re capable of making a high jump that brings you at least 5 feet above an enemy, you could employ the Battle Jump feat (from Una) without having to start at a higher location. Of course, that would require a Jump check result of at least 40 for a Medium opponent, so it’s out of reach of most characters. You’d also have to make the Jump check from adjacent to your foe, so it would provoke attacks of opportunity (since you’re moving upward out of a threatened square). All in all, it sounds like a pretty tricky maneuver, but cinematically very exciting indeed.[/SIZE] [/QUOTE]
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