Hypersmurf said:
Ranged attacks work differently... which is why you don't threaten with a ranged weapon.
Unimportant. They dont threaten for a different reason, not because you arent constantly shooting arrows in every direction.
Hypersmurf said:
With a sword, if someone leaves a hole in their defences, one of those 'extra' cinematic swings can become a mechanical attack roll - an AoO.
With a bow, if someone leaves a hole in their defences, nothing happens, because there are no 'extra' arrows flying around. No AoO.
Again, unimportant.
Besides if someone leaves a whole in their defenses one has to actually choose whether or not to get this extra flurry of swings or whatever people wnat to call it. It makes much more sense useing the rules I posted.
Hypersmurf said:
Check the PHB rather than the SRD. It actually states that a single attack roll is not a single swing of the sword, but represents a series of lunges, parries, thrusts, etc. (I'm away from my books, so I don't have the wording exact.)
Flavor text which is removed and the actual rules remain for the srd.
There are times when the flavor text is simply wrong or confusing. In this case that seems to be the case.
Making 3 or 4 swings in a single round is pretty hard already, pretending like there are dozens of swings going on, and yet all of them having the full benefit of their respective str bonus, just doesnt make any sense. However, being able to strike when the player likes, at whichever opponent they like, follows the rules I posted much better and makes a whole lot more physical sense (as I have done quite a bit of actual weapon training I feel qualified to make that statement
). Given the abstractions present already I feel that the die roll itself represents enough without having to worry about making a few dozen swings but only one actual roll happening and only one 'hit' occuring.
Again however, it simply makes more sense with the rest of the system. No worries about the problems presented in this thread other than the helpless guy, which is apparently just a way to keep certain thing from being abused.
Hypersmurf said:
[shrug] I consider the "Spend an AoO to convert a cinematic swing into a mechanical attack roll" decision to be a metagame one on the player's part, not an in-game one on the PC's part... much like the decision to use the Luck Domain power to reroll a die after the number is known, but before the effects are revealed.
Of course, I consider these real in game effects. Hence being able to have extra training in it. The combat reflexes feat allows one to do something real more often, not just allow metagaming more often
Hypersmurf said:
In 3E, there was no protection from AoOs for total concealment (as there is in 3.5). So if an invisible creature provoked an AoO in a threatened square, I would inform the player of the threatening character "An AoO has been provoked. Do you want to take it?"
Of course I would do no such thing, as you have to know an opponent is there in order to do anything about it. No 6th sense about aoo's happening within the area around you for no apparent reason. If you have absolutely no way to know something is going on, then you dont know it is going on. Just like if your character doesnt have any ranks in a skill and something with a dc 30 pops up they just dont know. No real difference there.
Hypersmurf said:
He doesn't know who's provoking it. He doesn't know what action provoked it. For all he knows, it might be the Pixie Hero Brigade coming to the rescue.
If he chooses to take the AoO, he crosses off one allowed AoO for that round, picks a square, rolls a miss chance, and makes an attack roll.
If he chooses not to, that's fine.
This is even sillier than the not being able to get aoo's against someone who does nothing. In this case, as it is metagaming anyway, then with your aoo for the round every round the player should just be able to choose to take it at any time against any square. After all, they are making a flurry of attacks, why not make a flurry of attacks into 'every' square all of the time? It fits within the flavor text, but not within the rules text. In this case the flavor text is pretty silly and leads to problems, just following the rules text fixes the problem.
1 attack = 1 attack.
1 aoo = 1 aoo.
Works out in playing perspective, doesnt have to worry about any 6th sense coming into play, makes nearly everything fit together smoothly, I've no idea why people prefer to do it the, in my eyes less reasonable way