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General Tabletop Discussion
*Dungeons & Dragons
5e actions economy VS other editions and systems
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<blockquote data-quote="Tony Vargas" data-source="post: 7129386" data-attributes="member: 996"><p>Prettymuch all that time is spent on your move and action, really, it's just abstracted to resolving on your turn.</p><p></p><p>You can't really move 60' before an enemy you're in melee with can do anything, you're already fighting him, he's swinging at you the whole six seconds - thus when D&D went to cyclical turn-based initiative, it also formalized AoOs, to reflect that you can't just 'win initiative' and run past an armed enemy or shoot him in the face repeatedly before he can swing at you even once. </p><p></p><p>A hard limit of 1 AoO per round isn't up to that modeling, and thus emphasizes the freeze-frame discontinuity of turn-based initiative. </p><p></p><p> Attacks on your turn aren't individual swings, you're swinging for the full six seconds that any enemy is w/in reach, an enemy that drops it's guard at any point thus might be hit by a swing that's normally abstracted into your attack routine on your turn - that's an AoO. Having one enemy you're engaged with drop his guard (provoke an AoO) shouldn't save another one doing so later. Maybe if they perfectly coordinated their actions it'd make some sense to only be able to take advantage of one or the other, and rather than go into that exacting detail, some limit might make sense, but 1 seem too low. 3.x Combat Reflexes seems pretty conservative, 4e 1/turn seems reasonable (though it might get silly with improbable numbers of enemies, such could always be statted as swarms, for instance - and, off-turn actions of one enemy could happen on the turn of another, too... :shrug<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7129386, member: 996"] Prettymuch all that time is spent on your move and action, really, it's just abstracted to resolving on your turn. You can't really move 60' before an enemy you're in melee with can do anything, you're already fighting him, he's swinging at you the whole six seconds - thus when D&D went to cyclical turn-based initiative, it also formalized AoOs, to reflect that you can't just 'win initiative' and run past an armed enemy or shoot him in the face repeatedly before he can swing at you even once. A hard limit of 1 AoO per round isn't up to that modeling, and thus emphasizes the freeze-frame discontinuity of turn-based initiative. Attacks on your turn aren't individual swings, you're swinging for the full six seconds that any enemy is w/in reach, an enemy that drops it's guard at any point thus might be hit by a swing that's normally abstracted into your attack routine on your turn - that's an AoO. Having one enemy you're engaged with drop his guard (provoke an AoO) shouldn't save another one doing so later. Maybe if they perfectly coordinated their actions it'd make some sense to only be able to take advantage of one or the other, and rather than go into that exacting detail, some limit might make sense, but 1 seem too low. 3.x Combat Reflexes seems pretty conservative, 4e 1/turn seems reasonable (though it might get silly with improbable numbers of enemies, such could always be statted as swarms, for instance - and, off-turn actions of one enemy could happen on the turn of another, too... :shrug:) [/QUOTE]
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