The combat tables are full of actions that do and do not provoke AOOs. Standing up does not, but picking up a weapon does...casting does, but X does not etc. One thing I think 4e did a really good job with is it made the actions that cause AOOs small and standard. Everyone can quickly learn what provokes an AOO. To this day I still have to look at the 3e tables to determine if certain actions provoke AOOs.
There's a short design note in there:
Basically, if what you're doing doesn't require you to shift your concentration off your opponent (keep at least one eye on him) or stick something into
his space, it doesn't provoke an AoO. That was my working standard going over the actions and reclassifying them. If anything stands out as a major exception to that, change it.
I'm curious what your experience has been with monsters using combat reactions. I was thinking about it from a player's point of view, but when you include monsters it gets more interesting. For example, if a high level dragon can simply use the block or dodge reaction everytime a fighter swings at him...doesn't that basically shut down the fighter?
Yes and no (and no).
Remember that you have a limited number of Combat Reactions each round. It is
certainly a viable strategy to send in the fighter to "suck" a few reactions off the BBEG. The dragon has to make an important choice whether or not to use his Combat Reactions to dodge the fighter-- or save it for the wizard's action.
Prior to this change, a fighter was really only able to ablate the monsters on the hit point axis-- a role that grew more and more meaningless as level increased. It is part of the fighter's
vital and
expanded role to suck Combat Reactions and Action Points off the BBEGs so that the wizard can more reliably do
his thing. Speaking as a player-- and certainly not as a designer trying to toot his own horn--
I love this.
And just speaking in general terms, Trailblazer sort of assumes that the players aren't trying to completely kill the fun for the DM and vice versa. I have zero interest in building an A-hole-proof ruleset.
(Removing the item creation feats was about as close to A-hole-proofing the rules as I was willing to go. Okay, that and the spiked chain. You get my point.)
One question I also wanted to ask and forgot to ask it before the review. With action points and spell recall, one thing I'm confused about. If spells are no longer "assigned" to a slot, then when a spellcaster gets spell slots back, how do you determine which slots they get back?
Do I have to keep track of every spell I cast so I know which slots to recover?
Yes, you do-- but the book-keeping is not as complicated as you might think. If each "box" represents a spell slot, put one slash (/) in the box when you use it to cast a rote spell, two slashes (X) for restricted spells, and an (R) in the box for rituals (which are really pretty rare and easy to remember anyhow). When you rest, erase all the (/) marks and refresh those slots (for free). If you spend 1 Action Point, you can also erase all the (X) marks as well. You'll need to spend 1 AP for each (R) you used.