Deleriad said:
The problem is I don't know what it means that "all actions bar one must be spent on move."
I don't know if the actual attack part of a charge comes for free as part of the charge movement or not. E.g. I have 4 CAs. I'm 4m from someone. I charge as my first action. On my SR I hit and say I kill the opponent and knock him to one side.
Does this mean I have:
(1) used two actions in one (move and attack) or
(2) made one charge/move action?
As far as I can see, if you charge someone, you use ALL your CAs just to charge. your remaining CA is to actually hit an opponent.
After that you have NO MORE actions for the rest of the round, although you can still move your full charge movement past the defender ASSUMING the defender is not capable of blocking you (as he has an option to stop you running past).
but you can't attack anyone else.
The point at what you hit is calculated on the distance you have to run to charge the defender.
so if your charge movement divided amongst your FULL initial CAs means you hit on where your 2nd CA would have been, then that's when it happens.
As far as I can see, the charge fix hasn't actually fixed anything. It seems mostly to have spelled out what the problems are. I do notice as well that the example of combat assumes that there is a binding "statement of intent" from each player at the beginning of each round, something that doesn't occur in RQII and the author doesn't seem to realise that you can freely abort parries. This means either that these are undocumented changes to the rules or that the author didn't realise either or these things.
Honestly I think making a change a full round action just doesn't make sense.
What I do ATM is as follows:
* You need 4 metres run up to charge.
* A charge and attack is one combined CA.
* The defender can evade as already stated.
* IF the defender evades (successfully or not), they can't stop the charger from running past (as they can't attack after an evade anyway, so why should they be allowed to stop him?).
* The defender can't parry as stated in RAW
* Evading only uses 1 CA
* If you want to charge someone greater than your usual movement allowance (typically 8metres) you use a CA per 8 metres until you hit the defender, who can of course move out of the way behind someone else or an obstacle or laterally more than 4 metres to render the charge harmless (IE the charger will have to restate his charge and repoint himself if he can).
I would also houserule that you can't charge someone or something more than 2 size increments bigger than you.
For example a Hobbit (small ) can't charge someone with a hoplite shield (huge I beileve?)
I'm not sure I agree with the "Can't parry" rule, but I'll run with it for a while.
Until there's some charge rules that makes sense, I'll stick with that.