That's because I haven't ventured an opinion on that.TheRedPriest wrote:Actually, I am not sure if we agree or not when charges are resolved.
Since there is no single combat sequence to follow, there is no set point at which charges are resolved. You work out the timing of the charge based on circumstances.
Suppose a fighter charges a magic-user from 50'. No other characters from either party are engaged or closing with these two. You can resolve the outcome before or after the actions of the rest of the party, because it's a totally independent melee.
Now go back to the beginning of this situation and suppose that the DM says that the magic-user is casting a spell, and the fighter's player says "I charge the magic-user." A charging character in a dungeon moves at double base speed, and this fighter is wearing metal armor (base speed 6"). The fighter moves 12 feet per segment during the charge, and so will reach the magic-user during the 4th or 5th segment (anywhere within 10' will satisfy the charge). It turns out the magic-user is casting a fireball spell, however, which goes off on the third segment after the fighter starts charging. If the fighter survives the fireball, he'll get to attack the magic-user at the end of the charge. (The DM might require him to halt his charge—getting blasted with a fireball is not easy to shrug off—but there's no rule to indicate this. It's about common sense, not rules. I'd probably let him continue to charge if he makes his saving throw against the fireball.)
And remember, all of this still takes place independently of any other combat in the area.
Let's take another example. Suppose you've got a fighter charging a bow-wielding ranger and a mace-wielding cleric. There are no guidelines in the book that explain how to handle a character charging a missile user. So what to do?
If the charge were relatively short, I'd feel inclined to have the charger and the bowman check initiative (whoever rolled party initiative for both sides). If the bowman wins initiative, he'll shoot once before the charger can reach them, but then he'll have to drop his bow and ready a melee weapon for the next round. I'd also have him automatically lose initiative the next round because his weapon wasn't ready. Meanwhile, the charger will run into either the bowman or the cleric (I'd probably let the charger choose). If he's against the bowman, he'll get a free attack. If he's against the cleric, there will be an exchange of blows, the first blow depending on whose weapon is longer.
If the charge were long (say, that armored (6" base) fighter 100' away), I might give the bowman an automatic first shot, and let him ready a weapon before the fighter arrived, or let him take a second shot if his party's initiative were better than the fighter's initiative.
See? Each situation is different, and each requires the application of common sense. You can't play "by the book" without common sense. That's not a cop-out in interpreting the rules, that's the way the rules were designed to be used.
When used like this, there is very little that the initiative rules in the DMG can't resolve for you. The only serious contradiction is which rule you use when attacking a spell caster: "Rule Two" or "Other Weapon Factor Determinants." These two rules are not compatible with each other as written, and neither covers all situations.
David
Stardate 6419.4