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General Tabletop Discussion
*Dungeons & Dragons
Readied actions interrupting charges
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<blockquote data-quote="Sunseeker" data-source="post: 6279525"><p>4: This is how I would rule most situations.</p><p></p><p>As a general response: M charges T. T moves. If T charges M, I'd give them both an extra +2 to attacks and damage because ya know, the two two oncoming trains and twice the speed/impact thing. It could be quite the scene, always a good chance to up the ante! </p><p></p><p>If T moves, M can alter their route within reason. A charge is a high-speed action (hence the extra movement squares) and thus the ability to make course corrections is limited (like turning at warp for all you Star Trek nerds). If T shifts only a single square left of right, then I would require him to declare his shift not when M declares their action, but when M is 2 squares or less away. If T makes a full move, I'd say M must be double the distance of T's move in order to still hit him.</p><p></p><p>So if T moves 4 squares the exact moment that M declares their charge, M can still adjust provided they are the <strong>maximum</strong> normal distance away (6 normal move +2 extra for charge). If M is 7 of fewer squares away, they cannot adjust enough to still hit T, unless T moves <em>less</em> than 4 squares. 6 for 3. 4 for 2, 2 for 1. Basically, M cannot adjust their course more than a 45 degree angle, which even then is pretty sharp.</p><p></p><p>I realize that explanation is a little math intensive, but that's how I would rule it.</p><p></p><p>On another note, this is all assuming a charge from something in front of T must end in a square in front of T. M could move through adjacent squares, provoking OAs, but not getting to hit with their charge.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6279525"] 4: This is how I would rule most situations. As a general response: M charges T. T moves. If T charges M, I'd give them both an extra +2 to attacks and damage because ya know, the two two oncoming trains and twice the speed/impact thing. It could be quite the scene, always a good chance to up the ante! If T moves, M can alter their route within reason. A charge is a high-speed action (hence the extra movement squares) and thus the ability to make course corrections is limited (like turning at warp for all you Star Trek nerds). If T shifts only a single square left of right, then I would require him to declare his shift not when M declares their action, but when M is 2 squares or less away. If T makes a full move, I'd say M must be double the distance of T's move in order to still hit him. So if T moves 4 squares the exact moment that M declares their charge, M can still adjust provided they are the [B]maximum[/B] normal distance away (6 normal move +2 extra for charge). If M is 7 of fewer squares away, they cannot adjust enough to still hit T, unless T moves [I]less[/I] than 4 squares. 6 for 3. 4 for 2, 2 for 1. Basically, M cannot adjust their course more than a 45 degree angle, which even then is pretty sharp. I realize that explanation is a little math intensive, but that's how I would rule it. On another note, this is all assuming a charge from something in front of T must end in a square in front of T. M could move through adjacent squares, provoking OAs, but not getting to hit with their charge. [/QUOTE]
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