Majoru Oakheart
Adventurer
I agree that allowing everyone to do the one cool thing that duelist and swashbuckler get for free is kinda devaluing the PrCs.
All of the rules need to be tempered with a little bit of common sense. Can you charge while leaping over the table? Unlikely, most people who aren't olympic athletes don't jump all that well, even if they happen to be able to jump long distances. Keeping your speed up after jumping (whether long or high) is very difficult. Even hurdle jumpers lose speed when jumping, just less as they train for a long time to avoid losing momentum.
I run it as the RAW. I draw a line from the player to the target of the charge. If it passes through any square that contains difficult terrain, obsticles, or a change in level (such as stairs, pits, etc), then a charge is not possible. It doesn't matter what type of movement they are using to bypass the terrain, the fact that they have to use movement to bypass it at all is what prevents a charge from being possible.
This is the same reason you can't charge through party members. Although they will "help" you by getting out of the way, and you can slightly sidestep them (costing no extra movement and having nothing block your path), you still can't charge. You may have to have waited half a second for them to get out of your way, or slow down slightly to avoid hitting them or tripping over their feet, etc. It attempts to model all of the small, silly sort of things that we don't want to have to worry about.
Simply put, there are MANY things that we can't really account for when making a jump that are all rolled into a generic jump check. The easiest way to visualize it is that when people jump, they have to briefly bend their knees to cushion their landing, slowing down their momentum. Whereas swashbucklers or duelists can do backflips, spin moves and strange acrobatics to land effortlessly.
All of the rules need to be tempered with a little bit of common sense. Can you charge while leaping over the table? Unlikely, most people who aren't olympic athletes don't jump all that well, even if they happen to be able to jump long distances. Keeping your speed up after jumping (whether long or high) is very difficult. Even hurdle jumpers lose speed when jumping, just less as they train for a long time to avoid losing momentum.
I run it as the RAW. I draw a line from the player to the target of the charge. If it passes through any square that contains difficult terrain, obsticles, or a change in level (such as stairs, pits, etc), then a charge is not possible. It doesn't matter what type of movement they are using to bypass the terrain, the fact that they have to use movement to bypass it at all is what prevents a charge from being possible.
This is the same reason you can't charge through party members. Although they will "help" you by getting out of the way, and you can slightly sidestep them (costing no extra movement and having nothing block your path), you still can't charge. You may have to have waited half a second for them to get out of your way, or slow down slightly to avoid hitting them or tripping over their feet, etc. It attempts to model all of the small, silly sort of things that we don't want to have to worry about.
Simply put, there are MANY things that we can't really account for when making a jump that are all rolled into a generic jump check. The easiest way to visualize it is that when people jump, they have to briefly bend their knees to cushion their landing, slowing down their momentum. Whereas swashbucklers or duelists can do backflips, spin moves and strange acrobatics to land effortlessly.