Thurbane
First Post
1. Firing into melee: Any character firing into a melee (including ranged touch attacks) runs the risk of accidentally hitting the wrong opponent. The to hit roll is made as per normal, including the -4 penalty unless the Precise Shot feat is being used. If the roll misses by enough to also miss the intended targets touch AC, he then makes an attack roll against a diffeent, randomly determined target involved in the same melee, and rolls a normal hit roll against that target. If this second roll hits, resolve damage against the accidental target as normal. If it also misses, the missile has harmlessly shot past the whole melee.
Problems: this means that any ranged touch attack that misses is automatically an acccidental hit chance. Not sure what the best fix for this is.
Reasoning: I do not treat toe-to-toe combat as a static affair as defined by a combat grid. I assume (as did earlier editions) that the two (or more) combatants are constantly moving and shifting poisitons the whole time, even if this is not reflected by the battle grid positioning.
2. Withdraw action: to succesfully use the withdraw option to escape a melee, the opponent must be threatened by at least one allied creature who "covers your escape". If the opponent is not threatened, a withdraw action provokes an AoO as normal. This does not apply to 5 foot step actions in any way, which allow one to move up to 5 feet from a melee without provoking an AoO.
Problems: (?)
Reasoning: I personally feel it is ludicrous that while things like pulling out a potion bottle do provoke an AoO, turning around and jogging away in the middle of a fight does not. The only way to justify it IMHO is to have an ally cover your retreat by either interposing himself bodily, or distracting the opponent with the threat of an attack.
I have been using both of these in my own game for almost a year now, and my group is generally happy with them. What do you think?
Problems: this means that any ranged touch attack that misses is automatically an acccidental hit chance. Not sure what the best fix for this is.
Reasoning: I do not treat toe-to-toe combat as a static affair as defined by a combat grid. I assume (as did earlier editions) that the two (or more) combatants are constantly moving and shifting poisitons the whole time, even if this is not reflected by the battle grid positioning.
2. Withdraw action: to succesfully use the withdraw option to escape a melee, the opponent must be threatened by at least one allied creature who "covers your escape". If the opponent is not threatened, a withdraw action provokes an AoO as normal. This does not apply to 5 foot step actions in any way, which allow one to move up to 5 feet from a melee without provoking an AoO.
Problems: (?)
Reasoning: I personally feel it is ludicrous that while things like pulling out a potion bottle do provoke an AoO, turning around and jogging away in the middle of a fight does not. The only way to justify it IMHO is to have an ally cover your retreat by either interposing himself bodily, or distracting the opponent with the threat of an attack.
I have been using both of these in my own game for almost a year now, and my group is generally happy with them. What do you think?