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Jumping while Charging?
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<blockquote data-quote="Li Shenron" data-source="post: 1874455" data-attributes="member: 1465"><p>Heh! I think everyone in this thread is "stretching a bit" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>The bonus itself is not a big deal, but the attack in the same round as the double movement is. Charging seems strictly limited to quite optimal circumstances. If one can't do a simple thing like taking a 5ft adjustment in one direction, then charge in a straight line (not over your max distance) and get the extra attack, I don't think it should work with jumping over an obstacle.</p><p></p><p>I know Whirlwind Attack has a big game benefit, in fact I wouldn't allow it for free either. It's just to mention a sort of movement which IMO everyone could be said it should be allowed to attempt, by "RL comparison".</p><p></p><p></p><p></p><p>Well, I do exactly the opposite! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Adjusting the game mechanics means everyone suddenly has a change in what she can/can't do, so when someone has a good idea but which I think it's breaking the rules, I suggest the PC can spend a feat to learn the trick.</p><p></p><p>OTOH I had considered before to turn all the combat "active feats" (Power Attack, Expertise, Weapon Finesse, Spring Attack...) into mechanics, and allow everyone with the prerequisites to perform those actions. It's another possibility of course.</p><p></p><p></p><p></p><p>I agree. But my mental image about jumping&charging is exactly something quite heroic, not for everyone. I say it again, if the game benefits are too few for the cost of the feat, I'd add another benefit to the feat.</p><p></p><p></p><p></p><p>I always wish that WotC publish expanded skills rules! If you choose to tie this action to the Jump skill (perhaps even just by saying that jumping as part of a charge has a -10 penalty) then it's ok for me. Same if you instead require a difficult Balance check after the jump to continue the charge. Obviously the feat solution is just a suggestion... but IMHO without a cost shouldn't be allowed (and I say that for the sake of a little realism, not because this specific situation is too good).</p><p></p><p></p><p></p><p>Those additions could be nice for that type of campaign. That's more like variant rules, if one wants a strong swashbuckling feeling they're fine even allowed to everyone. Not for everyone tho... it's like requiring a Spellcraft roll each time to cast a spell correctly or waste the spell: lots of people like having more difficult and unpredictable magic in their campaign, but it doesn't mean it would work for everyone.</p><p></p><p></p><p></p><p>In S&F there was a feat called Mantis Leap. IIRC it allowed you to jump and land in front of your opponent and get charge bonuses (I don't remember if it allowed max distance equal to double your speed) and probably some small damage bonus as well. It required some levels of Monk.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1874455, member: 1465"] Heh! I think everyone in this thread is "stretching a bit" ;) The bonus itself is not a big deal, but the attack in the same round as the double movement is. Charging seems strictly limited to quite optimal circumstances. If one can't do a simple thing like taking a 5ft adjustment in one direction, then charge in a straight line (not over your max distance) and get the extra attack, I don't think it should work with jumping over an obstacle. I know Whirlwind Attack has a big game benefit, in fact I wouldn't allow it for free either. It's just to mention a sort of movement which IMO everyone could be said it should be allowed to attempt, by "RL comparison". Well, I do exactly the opposite! :D Adjusting the game mechanics means everyone suddenly has a change in what she can/can't do, so when someone has a good idea but which I think it's breaking the rules, I suggest the PC can spend a feat to learn the trick. OTOH I had considered before to turn all the combat "active feats" (Power Attack, Expertise, Weapon Finesse, Spring Attack...) into mechanics, and allow everyone with the prerequisites to perform those actions. It's another possibility of course. I agree. But my mental image about jumping&charging is exactly something quite heroic, not for everyone. I say it again, if the game benefits are too few for the cost of the feat, I'd add another benefit to the feat. I always wish that WotC publish expanded skills rules! If you choose to tie this action to the Jump skill (perhaps even just by saying that jumping as part of a charge has a -10 penalty) then it's ok for me. Same if you instead require a difficult Balance check after the jump to continue the charge. Obviously the feat solution is just a suggestion... but IMHO without a cost shouldn't be allowed (and I say that for the sake of a little realism, not because this specific situation is too good). Those additions could be nice for that type of campaign. That's more like variant rules, if one wants a strong swashbuckling feeling they're fine even allowed to everyone. Not for everyone tho... it's like requiring a Spellcraft roll each time to cast a spell correctly or waste the spell: lots of people like having more difficult and unpredictable magic in their campaign, but it doesn't mean it would work for everyone. In S&F there was a feat called Mantis Leap. IIRC it allowed you to jump and land in front of your opponent and get charge bonuses (I don't remember if it allowed max distance equal to double your speed) and probably some small damage bonus as well. It required some levels of Monk. [/QUOTE]
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