Felnar said:side questions (to my original side question)![]()
when does a person start being a charging character?
and when do they stop being a charging character?
is it when they have the AC penalty?
can you make the attacks for double damage during your turn?
or only during someone elses turn (thru AoO or interuppting their turn)?
Infiniti2000 said:Note that it's specifically against a charging character. In all places, it seems quite evident that the ready must be made against a character using the Charge action. However, technically, that character could be charging someone else and go through (or end up in) your threatened area.
Hyp, I'm having difficulties with accepting that outcome because of the wording of the 'Readying a Weapon against a Charge' text (from the 3.5E SRD, my emphasis):Hypersmurf said:Or leave. If Horzh the Hobgoblin is ten feet north of you, and you ready your longspear against a charge, and Horzh decides to charge your buddy the wizard fifty feet further north, then your Readied action triggers and you stick him for double damage, even though he's charging directly away from you.
I think that the use of the word 'receive' implies an 'incoming' direction, which would negate the scenario you presented.You can ready certain piercing weapons, setting them to receive charges.
Nail said:....I *think* Artoomis is talking about losing itterative attacks, at least with his option 3c.
Well, I think we are just not talking about the same thing at all. The discussion revolves around whether readying against a charge allows you to also ready against a non-charge. I said that if you rule 'yes' there's no downside to readying against a charge -- you would always do so just in case you get charged because you lose nothing as compared to just readying. I'm not talking about readying in general vs. not readying.Artoomis said:First, you lose iterative attacks you would get if you, say, delayed until you got attacked.
Second, you might just lose your action all together if you do not get attacked at all.
There's the risk.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.