One thing I've never liked about AOO, is that they are automatic. You do A, you get B punishment. That doesn't really fly with me when you think of dueling and such, sure trying to disarm your opponent leave you a bit more open, but the opponent doesn't get a chance to capitalize EVERY time you do it.
So I was thinking, why not assign a percentage to each action that provokes AOO. For instace, leave movement at 100%, it would get too complex otherwise.
Disarm could have a 75% of so chance, grappling like 50%, tripping could have a 20% chance (I'm just throwing numbers out there). You could then make feats that would allow you to increase the percentage or decrease it. For example improved disarm could decrease the percentage by x amount, that way there's still a risk for that as well.
Benefits:
1) People might use complex combat moves more often since there's a chance of getting away with it clean.
2) Those moves become more interesting. At high levels of combat, when the first attack is a guarranteed miss, then trying a combat maneuver practically means you take damage. With percents, that doesn't always happens, so there's the tension of seeing if you take an AOO or not.
3) It helps to curb the AOO cycle, where one AOO uses a move that provoke an AOO etc.
Drawbacks:
1) More dice rolling, slows down combat.
2) May make certain combat moves too powerful.
What do you all think?
So I was thinking, why not assign a percentage to each action that provokes AOO. For instace, leave movement at 100%, it would get too complex otherwise.
Disarm could have a 75% of so chance, grappling like 50%, tripping could have a 20% chance (I'm just throwing numbers out there). You could then make feats that would allow you to increase the percentage or decrease it. For example improved disarm could decrease the percentage by x amount, that way there's still a risk for that as well.
Benefits:
1) People might use complex combat moves more often since there's a chance of getting away with it clean.
2) Those moves become more interesting. At high levels of combat, when the first attack is a guarranteed miss, then trying a combat maneuver practically means you take damage. With percents, that doesn't always happens, so there's the tension of seeing if you take an AOO or not.
3) It helps to curb the AOO cycle, where one AOO uses a move that provoke an AOO etc.
Drawbacks:
1) More dice rolling, slows down combat.
2) May make certain combat moves too powerful.
What do you all think?