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Attack of Opportunity -- does it deserve to survive to v.4?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2958971" data-attributes="member: 19675"><p>So...your fighter can block 3 advancing opponents by just moving side to side?</p><p></p><p>Even after he's used all of his movement?</p><p></p><p>From my personal experiences sparring, you can't really move freely side to side to prevent persons moving past you.</p><p></p><p></p><p></p><p>AFAIK, unless you're really good, you can't prevent multiple opponents from scooting past you anyway- usually the best you can do is give 'em a good smack as they pass, unless you're using tripping type tactics.</p><p></p><p>IM(not so)HO, AoOs model situations like trying to pass a trained warrior to reach a softer target much better than "zones of control."</p><p></p><p>Consider a RW example that is similar to the classic FRPG Mage behind a wall of fighters- the Quarterback behind his offensive line. The typical offensive linemen can only hold off a <em>single</em> charging defender for a few seconds- 1-2 rounds in D&D terminology- before they are running free to attack the QB. And usually, defensive linemen are outnumbered 5-4 or 5-3, meaning that some D-Men are being blocked by multiple O-Men. Occasionally, other players are called on to protect the QB, delivering a "chip block" to charging defenders- essentially an attempt to deflect the defender just long enough for the QB to complete his duties for that play.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2958971, member: 19675"] So...your fighter can block 3 advancing opponents by just moving side to side? Even after he's used all of his movement? From my personal experiences sparring, you can't really move freely side to side to prevent persons moving past you. AFAIK, unless you're really good, you can't prevent multiple opponents from scooting past you anyway- usually the best you can do is give 'em a good smack as they pass, unless you're using tripping type tactics. IM(not so)HO, AoOs model situations like trying to pass a trained warrior to reach a softer target much better than "zones of control." Consider a RW example that is similar to the classic FRPG Mage behind a wall of fighters- the Quarterback behind his offensive line. The typical offensive linemen can only hold off a [I]single[/I] charging defender for a few seconds- 1-2 rounds in D&D terminology- before they are running free to attack the QB. And usually, defensive linemen are outnumbered 5-4 or 5-3, meaning that some D-Men are being blocked by multiple O-Men. Occasionally, other players are called on to protect the QB, delivering a "chip block" to charging defenders- essentially an attempt to deflect the defender just long enough for the QB to complete his duties for that play. [/QUOTE]
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Attack of Opportunity -- does it deserve to survive to v.4?
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