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AOO's have to go, or be changed
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3952915" data-attributes="member: 20805"><p>Thats okay, I often have that problem myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Keep in mind that my post represents an idea that muddled into my head while reading the other suggestions and debates... which tends to make it rather ragged around the corners and often an idea that should be tossed...</p><p></p><p>My reasoning for limiting AoO to a time when there is a melee attack either before or after is simply an attempt to model that you can react to oppotunities when your intent is to bash someone with a weapon. Note, your Cleric casting a spell can still bash someone on an AoO as long as he/she alternates casting with melee attack... but not between casting spells in two rounds.</p><p></p><p></p><p> My reasoning on Combat Reflexes is this.. with this alt.AoO in a toe to two fight, each character gets an additional 'free' attack on thier opponent. The ability to not only get this free attack as an immediate action *and* potentially interupt a manuever your opponent attempts is more powerful than the current version. </p><p> The penalty to hit/AC applies to the character who attacks on the AoO as a trade off to the increased power of Combat Reflexes.</p><p></p><p></p><p>All that being said, I am still on the side that the AoO mechanic provides more of a benefit to my game than it does a detriment. </p><p></p><p></p><p><strong>SlagMortar</strong></p><p> Are you suggesting the following rules sequence:</p><p> - PC in zone of control attempts an action that distracts them from defense actions, such as drinking a potion</p><p> - PC and Foe roll opposed BAB check</p><p> - If PC wins, action continues</p><p> - If Foe wins, action is aborted</p><p></p><p>?</p><p> If so, thats a fairly elegant way of doing it.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3952915, member: 20805"] Thats okay, I often have that problem myself :D Keep in mind that my post represents an idea that muddled into my head while reading the other suggestions and debates... which tends to make it rather ragged around the corners and often an idea that should be tossed... My reasoning for limiting AoO to a time when there is a melee attack either before or after is simply an attempt to model that you can react to oppotunities when your intent is to bash someone with a weapon. Note, your Cleric casting a spell can still bash someone on an AoO as long as he/she alternates casting with melee attack... but not between casting spells in two rounds. My reasoning on Combat Reflexes is this.. with this alt.AoO in a toe to two fight, each character gets an additional 'free' attack on thier opponent. The ability to not only get this free attack as an immediate action *and* potentially interupt a manuever your opponent attempts is more powerful than the current version. The penalty to hit/AC applies to the character who attacks on the AoO as a trade off to the increased power of Combat Reflexes. All that being said, I am still on the side that the AoO mechanic provides more of a benefit to my game than it does a detriment. [b]SlagMortar[/b] Are you suggesting the following rules sequence: - PC in zone of control attempts an action that distracts them from defense actions, such as drinking a potion - PC and Foe roll opposed BAB check - If PC wins, action continues - If Foe wins, action is aborted ? If so, thats a fairly elegant way of doing it. [/QUOTE]
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