This merely indicates that the party concerned is moving at base speed to engage the opponent. The base speed is inches, indicating tens of feet in the dungeon or similar setting indoors, tens of yards outdoors.
All normal activity and bonuses are permitted when so doing. This action is typically taken when the opponent is over 1” distant but not a long distance away.
Play goes to the next round after this, as melee is not possible, although other activity can, of course, take place such as that detailed above.
This action brings the charging party into combat on the charge round, but there are a number of considerations when it is taken.
Only one charge move can be made each turn;
Thus an interval of 9 rounds must take place before a second charge movement can be made.
Movement Rate Outdoors. Movement bonus for charging in normal outdoor settings is 33 ⅓% of base speed for bipedal creatures, 50% for quadrupeds.
Movement Rate Indoors. The indoor/dungeon rate is greatly reduced due to the conditions. Therefore, all movement at the charge is double base speed, remembering that encumbered creatures are not allowed the charge.
Note. The opponent must be within 10 ft. distance at the termination of the charge in order for any blows to be struck during that round.
There is no Dexterity bonus allowed for charging creatures.
Creatures with no Dexterity bonus become 1 armor class lower, i.e. easier to hit. Thus on AC 3 creature becomes AC 4. There is no penalty to AC 10 creatures for charging, however.
Charging creatures gain +2 on their “to hit” dice if they survive any non-charging or charging opponent attacks which occur first.