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Attack of Opportunity -- does it deserve to survive to v.4?
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<blockquote data-quote="Montague68" data-source="post: 2965219" data-attributes="member: 41717"><p>I'm beginning to wonder if people here actually played the same game I did.</p><p></p><p>From the DMG, page 61:</p><p></p><p>"4. Determine the results of whatever actions are decided upon by the party with initiative:</p><p></p><p>A. Avoid engagement (Flee, slam door, use magic to escape, etc.) if possible.</p><p>B. Attempt to parley.</p><p>C. Await action by other party.</p><p>D. Discharge missiles or magical device attacks or cast spells or turn undead.</p><p>E. Close to striking range, or charge.</p><p>F. Set weapons against possible opponent charge</p><p>G. Strike blows with weapons to kill or subdue.</p><p>H. Grapple or Hold.</p><p></p><p>5. Determine the results of whatever actions are decided upon by the party which lost the initiative (As per A through H above)</p><p></p><p>6. Continue each melee round by determination of distance, initiative, and action until melee ends due to fleeing, inability to continue, or death of one or both parties"</p><p></p><p>When it came to combat options with regards to the enemy, that was it. You could do one of the above, nothing else. There was no "I tiptoe around the Orc that just smacked me and attack him from behind". You were in melee - that sort of stuff was already figured in. More Gary, DMG page 61:</p><p></p><p>"So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when an enemy's guard presents itself."</p><p></p><p>The only time you were allowed flanking and rear attacks was when the defender was unaware or there were multiple attackers. Period.</p></blockquote><p></p>
[QUOTE="Montague68, post: 2965219, member: 41717"] I'm beginning to wonder if people here actually played the same game I did. From the DMG, page 61: "4. Determine the results of whatever actions are decided upon by the party with initiative: A. Avoid engagement (Flee, slam door, use magic to escape, etc.) if possible. B. Attempt to parley. C. Await action by other party. D. Discharge missiles or magical device attacks or cast spells or turn undead. E. Close to striking range, or charge. F. Set weapons against possible opponent charge G. Strike blows with weapons to kill or subdue. H. Grapple or Hold. 5. Determine the results of whatever actions are decided upon by the party which lost the initiative (As per A through H above) 6. Continue each melee round by determination of distance, initiative, and action until melee ends due to fleeing, inability to continue, or death of one or both parties" When it came to combat options with regards to the enemy, that was it. You could do one of the above, nothing else. There was no "I tiptoe around the Orc that just smacked me and attack him from behind". You were in melee - that sort of stuff was already figured in. More Gary, DMG page 61: "So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when an enemy's guard presents itself." The only time you were allowed flanking and rear attacks was when the defender was unaware or there were multiple attackers. Period. [/QUOTE]
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