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5E - Time for Attacks of Opportunity to die?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5810315" data-attributes="member: 54877"><p>I'd also prefer side by side initiative. That's practically how I ran 3E after the first year, and how I run 4E now, anyway. But that may not be the preference of many people. I'd say it is simpler for the core game, but the skill of managing player communication with the DM using side by side is a bit different, and not one that I think fits a defined process very well. </p><p> </p><p>So obviously that changes Opportunity Attacks somewhat. However, for those what I'd really like to see a game try is to replace all interrupts with conditions or status effects. That is, the whole point of an OA is that the thing you used to not be able to do at all (shoot a bow in melee) or only under serious constraints (cast a spell in melee) in early D&D, you can now choose to do at cost. But I don't see why the cost necessarily needs to be "interrupt the normal pacing of the action to resolve something else."</p><p> </p><p>I've proposed elsewhere that some kind of Provoking system would be a -2 to hit all targets and/or a -2 to all defenses, until your next action. That would work well enough for a simple game, and doesn't depend on a grid. You either get it or you don't. A more tactical module, using the grid, could treat it as instead a -2 to attacks and a -2 to all defenses <em>against those you provoke</em>. For that same module, it is easy enough to adjust a 4E-style marking to impose more severe and different consequences, but still not be interrupts. Obviously, the exact numbers might be different in a new version. Either way, provoke, and you increase the chances that you'll take more damage, which is mainly what Opportunity Attacks do now, anyway.</p><p> </p><p>All you need in any version is enough of a consequence so that people won't do it lightly, but not so much that they will never do it. I'll grant my suggestion is as much my distaste for interrupts as a desire to preserve some equivalent to Opportunity Attacks, though.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5810315, member: 54877"] I'd also prefer side by side initiative. That's practically how I ran 3E after the first year, and how I run 4E now, anyway. But that may not be the preference of many people. I'd say it is simpler for the core game, but the skill of managing player communication with the DM using side by side is a bit different, and not one that I think fits a defined process very well. So obviously that changes Opportunity Attacks somewhat. However, for those what I'd really like to see a game try is to replace all interrupts with conditions or status effects. That is, the whole point of an OA is that the thing you used to not be able to do at all (shoot a bow in melee) or only under serious constraints (cast a spell in melee) in early D&D, you can now choose to do at cost. But I don't see why the cost necessarily needs to be "interrupt the normal pacing of the action to resolve something else." I've proposed elsewhere that some kind of Provoking system would be a -2 to hit all targets and/or a -2 to all defenses, until your next action. That would work well enough for a simple game, and doesn't depend on a grid. You either get it or you don't. A more tactical module, using the grid, could treat it as instead a -2 to attacks and a -2 to all defenses [I]against those you provoke[/I]. For that same module, it is easy enough to adjust a 4E-style marking to impose more severe and different consequences, but still not be interrupts. Obviously, the exact numbers might be different in a new version. Either way, provoke, and you increase the chances that you'll take more damage, which is mainly what Opportunity Attacks do now, anyway. All you need in any version is enough of a consequence so that people won't do it lightly, but not so much that they will never do it. I'll grant my suggestion is as much my distaste for interrupts as a desire to preserve some equivalent to Opportunity Attacks, though. [/QUOTE]
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