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Attacks of Opportunity
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<blockquote data-quote="GM Dave" data-source="post: 5787723" data-attributes="member: 6687992"><p>Roleplaying Tips . com</p><p></p><p>Taught me to like AoO as a GM to help speed up combat.</p><p></p><p>I used to play 'tactially' smart with my monsters and troops but I learned from the discussion on speeding up combat how having aggressive monsters speeds up combat.</p><p></p><p>This means don't think like a min/max GM but think of how every time you use this rule you can inject more fun in your game.</p><p></p><p>Your players like to get the extra swing of the weapon. This is especially good if you have a fighter who had a bad run of luck on their last set of swings. Toss a villian moving past to a flank position and let the player get an extra hit at bat.</p><p></p><p>You can also make your fighter feel like their really holding back the hordes as you try to slip a monster by to go for a 'softer' target.</p><p></p><p>If you have a wizard that you don't really want to unload a huge heaping damage spell then have them stand in another player's AoO zone. If they get the hit in then it is like an extra saving throw to prevent the spell from going off.</p><p></p><p>All those extra hits add up to extra damage on the monsters and finishes the battle faster instead of having to wait for someone to get lucky to clear off the last few hit points of damage.</p><p></p><p>If the monsters are doing poorly then have them run for the hillls past some of the players that are normally just sitting in the back of the party and see if they can get a chance to roll a hit to make their combat not a total slumber fest.</p><p></p><p>You can do plenty to spice up play with AoO by using them to give the excitement and fun to the players. This is the job of the GM to make sure the players have a good time.</p><p></p><p>Oh, and a side effect that I have found at my table is the more aggressive and 'fun' the monsters then the more aggressive and 'fun' the players as they start to risk things and accept a couple of AoO for a bit of combat advantage or flank.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5787723, member: 6687992"] Roleplaying Tips . com Taught me to like AoO as a GM to help speed up combat. I used to play 'tactially' smart with my monsters and troops but I learned from the discussion on speeding up combat how having aggressive monsters speeds up combat. This means don't think like a min/max GM but think of how every time you use this rule you can inject more fun in your game. Your players like to get the extra swing of the weapon. This is especially good if you have a fighter who had a bad run of luck on their last set of swings. Toss a villian moving past to a flank position and let the player get an extra hit at bat. You can also make your fighter feel like their really holding back the hordes as you try to slip a monster by to go for a 'softer' target. If you have a wizard that you don't really want to unload a huge heaping damage spell then have them stand in another player's AoO zone. If they get the hit in then it is like an extra saving throw to prevent the spell from going off. All those extra hits add up to extra damage on the monsters and finishes the battle faster instead of having to wait for someone to get lucky to clear off the last few hit points of damage. If the monsters are doing poorly then have them run for the hillls past some of the players that are normally just sitting in the back of the party and see if they can get a chance to roll a hit to make their combat not a total slumber fest. You can do plenty to spice up play with AoO by using them to give the excitement and fun to the players. This is the job of the GM to make sure the players have a good time. Oh, and a side effect that I have found at my table is the more aggressive and 'fun' the monsters then the more aggressive and 'fun' the players as they start to risk things and accept a couple of AoO for a bit of combat advantage or flank. [/QUOTE]
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