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33

Charge is not broken A character's turn ends on a charge (unless they use a Free Action after the charge), so the best they can do is maneuver then charge. Given that every square of the charge must take them closer to the enemy and that they must move at least two squares, the movement is quite useful here. The real balancing factor is the melee basic ...


21

You can charge as many times as you want, provided you're in the right conditions (enough distance, no obstacles in your path) and you have enough time to do the action (with a Belt of Battle or on a high-level factotum you could do it even twice in a round). The Dire Charge epic feat, the Catfolk Pounce feat from Races of the Wild and the Pounce special ...


20

I'm not a D&D player, but can't you take some variants of number 1 without it stinking like meta? Why are all encounters in a space large enough to charge in? How about tight quarters? What about bad footing - mud, slime, etc.. They'll impact everyone's base movement, but they should eliminate charge. Your players are treating this like a game. Why ...


17

You can charge anytime you want providing you see your ennemy and there is a practicable 10-feet long straight path between you two. D20SRD says : You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward ...


15

Yes Let's start with the general case and some definitions. Long Jump: Action: The check is usually part of a move action, but it can be part of any of the creature’s actions that involve the creature moving. Therefore, in the general case you may absolutely jump as part of any action that involves moving, like a charge. Looking at your scenarios, ...


14

Opportunity attacks interrupt the current action (meaning they happen as soon as they are triggered either before an attack or before leaving the adjacent square). One of the properties of interrupts is that actions that are no longer valid are lost. If an interrupt invalidates a triggering action, that action is lost. (DDI) Thus the movement would ...


12

The charge special attack says you "make a melee basic attack" at the end of the movement. So, the damage-dealing attack is made when you're already in flianking position. The same is true for every power that has you move before striking. You consider flanking positions the moment the to hit roll is rolled. If you're flanking in that moment, you get combat ...


12

No charge action Why does charging give double movement? In fact, in an AP system, why is "charging" a separate thing? If a given character can "carefully move" 1 hex per AP, or "normally move" 2 hexes per AP, or "recklessly move" 3 hexes per AP; then his distance to his target determines whether he can get there and still attack or not, you don't need a ...


11

No. From the RC, p240: Charge Action: Standard action. When a creature takes this action, it chooses a target. Figure out how far away the creature is from the target--even counting through squares of blocking terrain--and then follow these steps: 1. Move: The creature moves up to its speed toward the target. Each square of movement must bring ...


10

So my question would be how is the immobilizing being put onto the target? Is it something that is "until the end of the target's next turn" or "save ends". I personally don't count your turn over with until all of your actions have preformed. Since a readied action moves your place in the initiative order, I treat it just like a delay. The rules for ...


9

It depends on what triggered the shift. As @ioanwigmore pointed out, PHB1 p.287 describes a Charge as (emphasis mine): Move and Attack: Move your speed as part of a charge and make a melee basic attack or a bull rush at the end of your move. As @Ravn pointed out, PHB1 pg 268 describes an Immediate Interrupt as (emphasis mine): An immediate ...


9

From PHB 288: No Further Actions: After you resolve a charge attack, you can't take any further actions this turn, unless you spend an action point to take an extra action. This was later amended to: No Further Actions: The creature can’t take any further actions during this turn, except free actions. A creature’s turn usually ends after it charges....


8

It depends on the trigger of the readied actionDDI. As already cleared out on the Player's Handbook page 291... Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you ...


8

You can charge from within 5 squares. Wizards has updated the rules from the Player's Handbook. You can find all rules changes on their 4e errata page. In this case, the line which says "you must move directly to the nearest square from which you can attack the enemy" has been struck from the books. Quoting from the Rules Compendium (p240), which is the ...


8

This does not work. First: The opportunity attack interrupts the movement, so the enemy is still 2 squares away from you. Goring Charge is not an option as it is a melee 1 power (2 things here, it's not a weapon power, so no reach even with a reach weapon, it also specifies melee 1, rather than melee, so it's not modifiable with a reach weapon). Plus the ...


8

Depends on the specific effect. Some have on their description the specific point where you can call for their bonus and rerolls (eg, any Augmentable power you must spend the Power Points before making any rolls). But there are some places where it may be a DM's call. For example, the Elven Accuracy power have the following trigger line: Trigger: You ...


7

Yes, Charge DDI is not a move action, it is a standard action that allows you to move your speed and then attack.


7

NO The rules compendium for Druid Sentinels clearly specifies the results of taking actions for the animal companion: Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action. (note that this comes ...


7

No. The problem is you can't get enough loft to avoid an opportunity attack (why you're trying to jump in the first place). To get the distance you clear vertically, you divide the check by 10 and add two. Your maxium distance cleared vertically is 37/10 + 2 = 5. This means you are 1 square above the ground, that's enough (if you get a 13 or higher) to ...


7

The most reasonable interpretation I can think of for this incredibly poorly written feat is, when using Leap Attack, that you gain +2× or +3× the attack penalty from Power Attack, for one-handed or two-handed weapons, respectively. As far as I know, the “+100% damage” phrasing is unique in 3.5, but it seems to imply that it’s +...


7

Yes, the power is expended. You used the power, therefore it is expended. That it was used as part of another action (as explicitly allowed by the power) doesn't change the fact that you used the power. The only caveat would be if the power explicitly says that it is not expended (or that it is immediately recharged), but there are very few cases where ...


6

Charge is a full-round action, so you can only do it once per turn. You can do it as many times as you want each combat.


6

Unfortunately, yes Looking at the commentary here and extrapolating, the shift granted by the boots modifies the charge, instead of being a free action of its own. Therefore, by the rules of hidden club, you're out of luck when it comes to rehiding after your charge attack. All hope is not lost, however. Consider unstoppable charge with a fighter MC: ...


6

Extremely poorly. If you charge an enemy three squares away, the normal charge rules apply. Thunder hooves rage is not designed for chargers for the exact reasons you just raised. Instead, the rage is designed to work with Pressing Strike which allows shifting through enemy squares. Swift Panther rage is a better bet for charging barbarians.


6

You can in fact use Dual Weapon Attack on a charge. Here is the trigger and action type for Dual Weapon attack: Free Action Melee weapon Trigger: You hit with a melee basic attack on your turn. Here is the relevant text of Charge: No Further Actions: The creature can’t take any further actions during this turn, except free actions. A ...


6

You take a -6, because your speed is 20, regardless of the action taken to move or distance actually moved. Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is ...


5

Your reading is correct Rules as written, there is nothing preventing your groups actions. As others have noted, it is a small stretch of a house rule to give ready and delay the same treatment with respect to AEOT effects, but though you could consider it "preemptive errata" with the thinking that WotC just has not seen fit to disco yet, it would be a ...


5

They can. A half-elf Thief multiclassed Druid (Initiate of the Old Faith feat, grants Wild Shape) with Dilettante + Versatile Master feat for an at-will MBA Beast Form power (Grasping Claws, Savage Rend) can do it easily. Pounce is an option for purely charging, but usually, the other two are better. If you want to dump Wisdom, you can take the Vampire's ...


5

The rules for charge were originally written in the Player's Handbook and contained the following limitation to movement: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. With a reach weapon this meant that you must end a charge at the length of your ...



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