| Post/Author/DateTime | Post |
|---|---|
| Dragen White09-21-05, 10:14 AM | Ok me and a fellow gamer both of us have been playing for a while, came up with two diffrent assumptions to the rule, you must run a straight line to bull rush, he argued that (on a grid) a straight line is not zig zag say if someone is diagonal from you, and that you can't charge, unless i had a stright path on the grid, I told him the rules for that applied to only moving around obstructions such as walls, rocks, and any other obsticile blocking my path providing cover; and that in use of diffrent grids, square, hexagonal, octagonal, it didn't matter a straight line is a straight line, if we played without a grid, and there was nothing between me and him would i still be penalized by grid rules???? So the question is how does the rules apply to charging a straight line on a grid, must the line be gride like movement, or is it just a straight line using the grid only for distance??? |
| Hairfoot09-21-05, 10:30 AM | Your grammar's a bit off, but I think I get the gist. A diagonal charge on a grid is a straight line. The zigzag square-counting is an abstraction for keeping track of movement rates. If there's a 5-foot wide path between you and the target, in any direction, you can charge. |
| Dougbert09-21-05, 10:48 AM | A diagonal charge on a grid is a straight line. The zigzag square-counting is an abstraction for keeping track of movement rates. If there's a 5-foot wide path between you and the target, in any direction, you can charge. Yup. A D&D straight line isn't always the same as a mathmatical straight line. Hairfoot has it right. |
| Aldarionn09-21-05, 10:54 AM | You might look into the rules for D&D miniatures, as the charge rules in that game are identical to the charge rules in regular D&D, and there are some very good examples of exactly when you can and cannot charge in the rulebook and the eratta. The only difference is that you must charge a minimum distance of 10 feet (2 grid squares) and I'm not positive of the minimum charge distance in regular D&D. Aldarionn |
| Jagyr Ebonwood09-21-05, 11:16 AM | I can just imagine, in the game, two warriors fighting a mage in a large open room with a tiled floor... WarriorA: Charge, him Durkon! WarriorB: I cannae do it, laddie! WarriorA: Why not? Are you wounded? WarriorB: Nay, but I'd hafta run contrary to da tiles! WarriorA: So? WarriorB: You jus' don' do that, laddie! It's un'eard of! Mage: Mwuahahahhahahaa! |
| Andrew_98009-21-05, 02:21 PM | My dm just whips out a lazer level to see if is a strait line and estimate the movement. |
| solbergb09-21-05, 04:11 PM | The 3.5 PHB has a diagram in it showing how a diagonal charge works (one where it is blocked for various reasons, one where it isn't blocked). |
| Yak of Darkness09-21-05, 05:19 PM | You might look into the rules for D&D miniatures, as the charge rules in that game are identical to the charge rules in regular D&DFor the purposes of movement, maybe (I honestly don't remember), but not in all respects. You're better off using the PHB as a reference here. |
| IceFractal09-21-05, 05:30 PM | IIRC, you can charge as long as you can draw a straight (regardless of the grid) line from each corner of your square to the closest corner of their square without hitting any obstacles. |