AoOs?


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No, thank the gods. Not there. Just disadvantage for ranged attacks whilst in melee.

Also note there is an error in there (In the DMG, page 5 under fills) talking about threatened area. No such thing so obviously a hold over from 3/4E
 

So, does that mean, that in these cases
* Character turns around and flees without further defending himself?
* Character is attacked by unseen enemy (suprised)
* Character is flanked
the attacker simply has advantage?
 

Up to the DM>
1. If the DM thinks that grants advantage sure. Otherwise everybody has the Spring Attack feat!
2. Unseen (hidden) is specifically pointed out as advantage.
3. Flanked ( a 3/4E-ism that doesn't exist in 5E yet) is DMs discretion
 



I found the lack of AoO quite refreshing, actually. My monsters were dashing in and out of combat, they were able to escape battle to try and gather reinforcements, and they were constantly mobile and shifting around. My PCs wound up doing the same; they chased down fleeing creatures, they ran around, ducking in and out of cover.

Despite the freedom of movement, it always felt like the PCs could still enforce crowd control. In the narrow corridors, they were able to form a two-man wall and block the monsters from getting past; it was a very effective tactic. And the interrupt disadvantage-tanking was used to great effect.
 

The trouble is the wizard dies if there is nothing approaching an AoO/OA. Maybe not in the Caves of Chaos or other dungeon where a two man wall can fill the corridor. But against intelligent opponents trekking through the Fey Forest? The first thing any intelligent enemies are going to do is splat the wizard. And there is nothing to prevent them.

As for the interrupt-disadvantage tanking, you ain't seen nothing. Put two clerics of Moradin on the team as the defensive line. Or a cleric of Pelor with a shield and that feat as the second line. Either way it gets ugly.
 


No OA's and advantage is completely up to the DM. Combat felt like a game of Dodgeball with a lot of running up, hitting, and then backing off. :)

The rogue felt useless, until the DM ruled that any flanking granted advantage and then the Rogue player started having a lot more fun.

The wizard felt that spamming shocking grasp was by far the best tactic. You could run up, get advantage against any opponent with metal in their armor (per the spell), and then run back behind the fighter and the cleric of moradin. The other spells all felt a bit underpowered.

Many of them felt like they should be castable as a reaction or free action. Shield felt like it should be a reaction, and Death Ward felt like it should be free too. In almost every case, doing damage was considered the most important thing you could do on your turn, and doing anything else felt like a waste of a turn.
 

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