Attacks of Opportunity

Should Attacks of Opportunity be in 5e?

  • Yes - Keep them!

    Votes: 53 40.2%
  • No - Get rid of them!

    Votes: 52 39.4%
  • Keep Them, But Change How They Work (Please Explain)

    Votes: 27 20.5%

Nice post, GM Dave. I like that way of thinking. Unconsciously, I think that is the way I DM most of my soldier, skirmisher, brute monsters. So...perhaps AoO should stay in 5e.
 

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My solution? The main problem with attacks of opportunity is that they allow for additional attacks/actions at no cost. I'm fine with someone being in the right place at the right time and getting to jump initiative but that shouldn't negate the fact that they are already getting an attack thereby. I feel it would work better as an undeclared "readied action" to borrow a term from one edition of the game. Some actions taken by opponents should allow for a rushed undeclared attack/action where you get to go ahead of them but that initiative jump is offset by the attack being reactionary and unplanned. If someone has already acted in their turn, they shouldn't get an additional attack/action because they have expended their reaction time on actual actions of their own. That reactionary attack also uses up your time and ability and during that round you would be forfeiting your regular attack to make the attack of opportunity. Basically, under certain limited circumstances, you can choose to jump the initiative order.
 
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I'm a big fan of AoO. I like them, understand them, and we use them. However, if D&D Next is going to be modular, I think it should be part of some modular add-on.
 

For mini-less combat, I'm not sure how AoOs, OAs, etc., could be incorporated optionally.

You need to know two pieces of information to resolve an AoO/OA:

(1) What am I doing?
(2) Can I currently be smacked by someone with a melee weapon?

If you can't answer those questions without miniatures, then you can't run ANY sort of combat without miniatures.
 

I didn't vote because I don't think they will be part of the core rules. They will be optional.

I think it is an option I will include in my game.
 

I see as the main reasons for attacks of opportunity: cost for disengaging and switching targets, interrupting spellcasters and preventing melee archery.

The first could be handled like charge: -2 AC for a round, maybe -4. The second would go away if all or most spells had 1 round casting time. For the last there's already a penalty for shooting into melee; if it's too small, just increase it further when you are in melee as well.
 

I agree with the original poster that it is an odd nod to simulation in a tactical combat system that decided to make friendly fire from archers and magic users largely impossible.

yes, it's a nod to realism in a game that is almost wholly abstract. Speaking of which, they should bring back friendly fire as an option too!
 


I see as the main reasons for attacks of opportunity: cost for disengaging and switching targets, interrupting spellcasters and preventing melee archery.

The first could be handled like charge: -2 AC for a round, maybe -4. The second would go away if all or most spells had 1 round casting time. For the last there's already a penalty for shooting into melee; if it's too small, just increase it further when you are in melee as well.
I agree that there's more than one way to handle the situations that currently trigger an Attack of Opportunity.

Many of the "not fighting back" triggers -- casting a spell, drinking a potion, shooting a bow -- should probably drop AC significantly, as you suggest -- but those action should also be easy to interrupt.

For those who dislike the idea of a free attack, we can turn the Attack of Opportunity into a mere Opportunity to Attack, where the attacker gives up his next turn's attack to attack now and possibly interrupt his target's action.
 

Last night before our gaming session, we discussed AoO and I asked my players if they wanted to make some kind of automatic damage rule to speed up combats. They said no. My players actually liked the randomness of an attack role against.

They also mentioned that AoO rules made them think more strategically. Before the wizard attempts to run through threatened squares, he decides to put up his Shield Spell. Others decide based on their current hit points and their armor class. The rogue just tumbles through once per encounter. Perhaps it should be an option in 5e.
 

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