Remathilis
Legend
Wiseblood said:AoO's should be dropped when it comes to movement. Here is why. Fighter X and Fighter Y are in melee Rogue X (on the X team) moves past them. He is not running or throwing caution to the wind and is no more vulnerable to attacks than Fighter X. The result is Fighter Y should not get an attack when it is not his turn just because someone moved past him.
The reasoning for this is so a fighter can "hold the line" against multiple foes. By the laws of grid-based combat, if a fighter is holding the line against three charging foes (each wants to get past him to get to the mage who fireballed them a round ago) The fighter could only block one (the one he's litterally standing in front of) but the other two get a clear pass.
M = Mage
F = Fighter 1
1, 2, 3 = Rival Fighters
X = Open Square
X X M X X
X X X X X
X X F X X
X X X X X
X 1 2 3 X
2 is dead blocked, 1 and 3 are going to make mage-kabobs. However, that AoO makes fighter 1 (or 3, or both if he has combat reflexes) think twice about it. F is going to get at least one AoO (which could be a crit, or just a solid hit) and dead block 2 (unless 2 overruns, which is something else entirely). So lets say he AoOs 3, stops 2, and lets one 1. He didn't drop 3 with his AoO, but 3 is now more messed up than normal. The mage still is screwed, but maybe his shocking grasp can finish off 3...
Now, in my scenario (and your rogue/flanker one) there are still plenty of ways to avoid F's AoO or minimize it. Perhaps 3 has tumble; DC 15 tumble gets you past F's threat zone. 2 could pull a 25 tumble and avoid F also. Or they could take the first and last rows (all Xs on the chart), which will prevent the AoO, but foils a charge attempt (no longer a straight line). Or 1 and 3 can use mobility to have the AoO miss. There are plenty of options for those who don't wish to provoke AoOs, but they require some investment (skills, feat, or movement).