Ignore initiative and roll both attacks simultaneously. If either hits, the target(s) take(s) damage as appropriate (non-lethal if using blunt tournament lances). A successful hit also allows the attacker to make an attempt to unhorse the target (free trip attack) or sunder the enemy's weapon or shield. Neither the trip or sunder attempt draws an AoO. Quite simple and elegant.Chrynoble said:Without infringing on copy write, can you summarize how those rules work?
Chrynoble said:OK, sorry for the bad math
Starting distance 600 feet
turn 1 both move 200, ending up 200 feet apart
turn 2, knight one moves either 100 feet, and gets charged, or moves 200 feet and can't act so no one charges. Either way, this is not the epic crash of mounted warriors, and forces one or both nights to speed up and slow down strategically. That doesn't seem right to me.
Charging another knight shouldn't be a waiting game or a game of cat and mouse.
irdeggman said:Actually your math is again slightly off.
If both move 200 ft in the first round such that there is now 200 ft separating them then the knight that acts first gets to take the charge attack. A character can move double his normal speed during a charge (in this case the horse's speed is 50 ft - double that is 100 ft or 200 ft per round {you can move as your standard action)
A charge is a move action that can be a full round action that can end in an attack.