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Post by lordgersh on Dec 5, 2009 9:55:51 GMT -5
I took a look at the charging rules on the compendium:
Movement Requirements: 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. You can’t charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal.
I interpret "directly" as a straight-line path. Because of this, being able to charge along the wall (as the carrion crawlers did) is only acceptable if that is the shortest path to get there. I don't have the map in front of me, but I don't think that happened last night. Therefore, I was in error for allowing it; my bad.
I committed plenty of mistakes in your favor last night, so I presume it balances out.
Again, my apologies.
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Post by lordgersh on Dec 5, 2009 10:01:12 GMT -5
Also on the same combat, something else that I got wrong:
If a creature has a climb speed, it can move over vertical surfaces with no penalty and make any action that they normally could on the ground, including (yes) charging. I was wrong that they have to end their turn on a horizontal surface. It didn't come up as a problem, but I was wrong.
A creature with spider climb can be upside down with no penalty. Which seems kind of awesome.
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Post by Zguy on Dec 5, 2009 13:11:46 GMT -5
So spider climb only lets them be on an inverted horizontal surface, but not a vertical surface?
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Post by lordgersh on Dec 5, 2009 14:48:28 GMT -5
also lets them be on vertical.... it's an upgrade, if you will.
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Post by Zguy on Dec 5, 2009 21:33:03 GMT -5
Ok sorry misread. So Climb speed = can move over any horizontal or vertical surface and stay there. Spider climb = can go upside down as well.
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Post by lordgersh on Dec 6, 2009 10:10:45 GMT -5
That's pretty much it.
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