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AOO's have to go, or be changed
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<blockquote data-quote="xechnao" data-source="post: 3947561" data-attributes="member: 58105"><p>-10 penalty to the modifier, not to the stat: that is a fighter strikes with a -10 penalty to attack and to damage but he will not suddenly become encumbered due to excesive weight.</p><p>A penalty so high ensures that at low levels, where hit points are low, AoO will usually score on criticals and then, the damage that they will deliver will be relatively not too high.</p><p></p><p>Yet I house out the rule to have so many AoO as attacks for fighters. A fighter has an infinite number of AsoO: that is if 10 minions storm through one's threat range, even at level 1 there will be a moderate chance to hit a couple of times, without taking too much risk.</p><p></p><p>Alternatively, a more aggressive and risky fighter may choose to take the dex mod penalty insted of the str one. At mid levels his chances of hiting and doing damage will be considerably higher but of course he will be taking some risk if the foes in battle notice that he is exposing himself and can take the risk to face his AsoO. </p><p></p><p>OTOH Rogues or dexterous characters are not penalized while delivering AoO, nor to their offense or to their defense but their attacks do considerably less damage, than say of a barbarian usually can deliver. Rogues get as much AoO as their attacks and that is usually only one, but they are nasty to know how to backstab, so turning your back to a rogue and provoking an attack of opportunity can very well be your very last thing to do if the rogue so wishes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Ironically I find the house rule in spirit with what the 4th Ed is about with fighters being defenders and rogues strikers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p>BTW, we have the alternative rule of concentration checks to lower the penalty. As playtested though the penalties are ok as they are. But if in a fight, say, seem not appropriate or too harsh there may still be given a reasonable DN for a concentration check to have the penalties halved. Players will not find this inconsitent because the full rule is that the DN for the concentration check is usually too high for them. Of course those talented on concentration checks will have better chances, but this is balanced with the fact that they will have rather compromised their other combat bonus modifiers allready.</p><p></p><p></p><p>EDIT: If you have not noticed in some post above the rule is that one has to choose either a -10 str mod or a -10 dex mod -whatever he wishes is best for the occasion. Hope it makes more sense now if it did not before.</p></blockquote><p></p>
[QUOTE="xechnao, post: 3947561, member: 58105"] -10 penalty to the modifier, not to the stat: that is a fighter strikes with a -10 penalty to attack and to damage but he will not suddenly become encumbered due to excesive weight. A penalty so high ensures that at low levels, where hit points are low, AoO will usually score on criticals and then, the damage that they will deliver will be relatively not too high. Yet I house out the rule to have so many AoO as attacks for fighters. A fighter has an infinite number of AsoO: that is if 10 minions storm through one's threat range, even at level 1 there will be a moderate chance to hit a couple of times, without taking too much risk. Alternatively, a more aggressive and risky fighter may choose to take the dex mod penalty insted of the str one. At mid levels his chances of hiting and doing damage will be considerably higher but of course he will be taking some risk if the foes in battle notice that he is exposing himself and can take the risk to face his AsoO. OTOH Rogues or dexterous characters are not penalized while delivering AoO, nor to their offense or to their defense but their attacks do considerably less damage, than say of a barbarian usually can deliver. Rogues get as much AoO as their attacks and that is usually only one, but they are nasty to know how to backstab, so turning your back to a rogue and provoking an attack of opportunity can very well be your very last thing to do if the rogue so wishes ;) Ironically I find the house rule in spirit with what the 4th Ed is about with fighters being defenders and rogues strikers. :cool: BTW, we have the alternative rule of concentration checks to lower the penalty. As playtested though the penalties are ok as they are. But if in a fight, say, seem not appropriate or too harsh there may still be given a reasonable DN for a concentration check to have the penalties halved. Players will not find this inconsitent because the full rule is that the DN for the concentration check is usually too high for them. Of course those talented on concentration checks will have better chances, but this is balanced with the fact that they will have rather compromised their other combat bonus modifiers allready. EDIT: If you have not noticed in some post above the rule is that one has to choose either a -10 str mod or a -10 dex mod -whatever he wishes is best for the occasion. Hope it makes more sense now if it did not before. [/QUOTE]
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