Jumping while Charging?

elbandit

First Post
This question came up recently in my game. Fortunetely I did not ahve to rule on it since the character found another opponet to charge.

Essentially the question is can you use your jump skill to leap over difficult terrain that would otherwise block your ability to charge an opponet during a charge? Like wise could a mounted opponet do the same thing with his ride skill?

I am on the fence about the issue currently.

Thanks!
 

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elbandit said:
This question came up recently in my game. Fortunetely I did not ahve to rule on it since the character found another opponet to charge.

Essentially the question is can you use your jump skill to leap over difficult terrain that would otherwise block your ability to charge an opponet during a charge? Like wise could a mounted opponet do the same thing with his ride skill?

I am on the fence about the issue currently.

Thanks!


The quick answer is no.

The more in depth answer is that you cannot leap, dive, jig, jag, swing, or anything else while charging. A charge must have a completely clear line of site (measure using the entire 5 foot square to the target 5 foot square, and if at any time within that 5 foot wide line, rough terrain is crossed, a charge may not happen.

There are alternate core classes (swashbuckler) and prestige classes that allow you to swing, run up or down stairs, jig or jag, make a 90 degree turn, go around a wall, etc. and still charge.
 

As far as I know, use of the Jump skill is part of moving, so as long as your charger has movement left and makes his jump check, I'd say that he can jump a gap and charge an opponent.

The issue becomes whether using Jump is strictly "part of a move action" or more loosely defined as part of a character's movement. Personally - I'd rule in favor of the jump.
 

I personally like the idea of Jumping as part of a charge; however, the issue that it potentially creates is tumbling as part of a charge (which weakens reach considerably, ime.)

Using Counter Tumbling checks or having higher DCs can somewhat alleviate the problems associated with this issue.
 

Yeah - Monte Cook's Arcana Unearthed opposes Tumble to the attacker's to-hit roll - it turns your tumble skill into a limited-situation armor-class that gets backed up by your normal AC. With a counter-tumble rule in place, I'd feel okay allowing jumping and tumbling as part of a charge, too.
 

drdevoid said:
I personally like the idea of Jumping as part of a charge;
Jumping charges are great, and give the jump skill some actual use, making ranks in it worthwhile. Let them happen. They're fun, they're easy and they don't create any rules problems at all.
however, the issue that it potentially creates is tumbling as part of a charge (which weakens reach considerably, ime.)
You certainly can't tumble as part of a charge - there are rules which prevent you from charging if your movement is restricted.
 

Saeviomagy said:
Jumping charges are great, and give the jump skill some actual use, making ranks in it worthwhile. Let them happen. They're fun, they're easy and they don't create any rules problems at all.

I agree 100% here. Partly it's a pacing issue, partly it's a balance issue, but the game is simply more fun when you can hurdle the fence on your way to charging the orc.

You certainly can't tumble as part of a charge - there are rules which prevent you from charging if your movement is restricted.

Well, if you take the -5 to tumble at speed, it doesn't restrict your movement, but I don't see much of a problem with this anyway. Combat rogues are too fragile to charge very often....
 


I'd like to point out that although the charge entry says you cannot charge if your movement is in any way hampered, teh DMG lists various terrains and a Balance DC 10 to run/charge across them.
 

Elder-Basilisk said:
I agree 100% here. Partly it's a pacing issue, partly it's a balance issue, but the game is simply more fun when you can hurdle the fence on your way to charging the orc.

Well, if you take the -5 to tumble at speed, it doesn't restrict your movement, but I don't see much of a problem with this anyway. Combat rogues are too fragile to charge very often....

I am in a complete agreement with Zoatebix and Saeviomagy (filtered through Elder-Basilisk who I will happily defer to on all issues of gameplay.) My previous caveat was for tumbling heavy games or a "Rogues Gone Wild" scenario.

Just for clarification purposes, it is a +10 to the DC to tumble at full speed in 3.5.

SRD said:
Accelerated Tumbling: You try to tumble past or through enemies more quickly than normal. By accepting a –10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.
 
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