Hi all. I'm going to be starting an Eberron campaign very soon, and I'm doing a few things here and there to beef up the 'pulp action' aspect of the setting. One thing I can't figure out a good mechanic for is attacks of opportunity. Basically I feel like they slow the game down, often without really changing anything - spellcasters or archers can often take a 5' step and cast/full attack, and monks figure out crazy ways to zig-zag across the battlefield to reach their target. My group doesn't include any spiked chain nuts, so all considerations regarding how badly I'm hosing spiked chains are pretty much a moot point. It's just one of my pet peeves having the game slow to a crawl while somebody tests different plans of movement, like a chessplayer still holding his finger on the piece, and then 90% of the time they eventually go 'Aha!' and find a way to do whatever it was they originally wanted to do without drawing any attacks. I also hate yelling at them to go faster when I know I'd be doing the same thing (since I do it when I'm a player, too).
Like I said, I'm not really worried about the spellcasters and archers. The spellcasters are going to fold if they spend much time in melee range, and the archers, well, Improved Sunder (or even regular sunder) will ruin your day if your weapon has 5 hardness and 3 hit points. However, I do have a few concerns, and I'd like some advice on how to handle them:
1) Reach weapons. These lose a fair amount of their shine without those protective attacks of opportunity. Would it be fair to make all reach weapons hit both 5' and 10' away, instead of just 10'?
2) Natural reach monsters. This is a pretty big one for some monsters - just think how much weaker a hydra will be without its massive attacks of opportunity. Any thoughts on what to do with this one?
3) Passing between enemies. Without attacks of opportunity, anything less than a solid wall of minions isn't worth a damn to protect a BBEG. How about saying 'You can't move through a space adjacent to two or more enemies who are not adjacent to each other'? I realize it's sort of artificial, but I think it fits the theme of the setting relatively well, and the wording may sound complicated but it basically just boils down to 'no running in between gaps in the enemy', meaning that a loose line formation still provides a defense for whoever's behind it (just like in the Batman TV show). A character could, of course, bowl over one of the combatants using Overrun.
The only remaining thing is for chases; it becomes very difficult to do anything to a person with the same speed as you while you're running. You catch up to them, you can't do anything, they run away. Repeat until someone fails a Con check. Perhaps the Run action will have to be my exception. "When you start the Run action, you draw attacks of opportunity as described in the SRD."
Any thoughts? Comments on my ideas? Suggestions for improvement? Horoscopes?
Like I said, I'm not really worried about the spellcasters and archers. The spellcasters are going to fold if they spend much time in melee range, and the archers, well, Improved Sunder (or even regular sunder) will ruin your day if your weapon has 5 hardness and 3 hit points. However, I do have a few concerns, and I'd like some advice on how to handle them:
1) Reach weapons. These lose a fair amount of their shine without those protective attacks of opportunity. Would it be fair to make all reach weapons hit both 5' and 10' away, instead of just 10'?
2) Natural reach monsters. This is a pretty big one for some monsters - just think how much weaker a hydra will be without its massive attacks of opportunity. Any thoughts on what to do with this one?
3) Passing between enemies. Without attacks of opportunity, anything less than a solid wall of minions isn't worth a damn to protect a BBEG. How about saying 'You can't move through a space adjacent to two or more enemies who are not adjacent to each other'? I realize it's sort of artificial, but I think it fits the theme of the setting relatively well, and the wording may sound complicated but it basically just boils down to 'no running in between gaps in the enemy', meaning that a loose line formation still provides a defense for whoever's behind it (just like in the Batman TV show). A character could, of course, bowl over one of the combatants using Overrun.
The only remaining thing is for chases; it becomes very difficult to do anything to a person with the same speed as you while you're running. You catch up to them, you can't do anything, they run away. Repeat until someone fails a Con check. Perhaps the Run action will have to be my exception. "When you start the Run action, you draw attacks of opportunity as described in the SRD."
Any thoughts? Comments on my ideas? Suggestions for improvement? Horoscopes?