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Attacks of Opportunity
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<blockquote data-quote="MooMan68" data-source="post: 5790676" data-attributes="member: 6688406"><p>What do you think of this system, something I use in my games. I'm not going into detail, but you get the gist.</p><p></p><p>*) Anytime you are in melee combat and you drop your guard, your opponent gets one free melee attack. </p><p></p><p>*) What causes you to drop your guard is not the same as the opportunity attack list. Casting does, as does most missile weapons. Potions may depending on where they are stored. Basically, if I can imagine you doing the action and still continue to pay attention and interact with your attacker you haven't dropped your guard. Combat casting let's you roll a check to see if you dropped your guard.</p><p></p><p>*) If you have dropped your guard, you lose some of your Dex bonuses to AC.</p><p></p><p>*) Moving in melee does not necessarily cause you to drop your guard, you can move at a lower rate while maintaining your guard. You can't move toward your opponent, however, even diagonally, more than 5'. You can move sideways.</p><p></p><p>*) However, anyone in melee with you has the option to *follow* you as you move (even though it isn't their turn), up to their movement limit. If you break and run, you drop your guard.</p><p></p><p>*) Fighters and other melee based classes can gain abilities that punish opponents that attempt to move in directions other than directly away from them while maintaining their guard.</p><p></p><p>It's a little more complicated than AoO, but it feels natural when describing combat, and therefore seems less confusing to players. And it even works without miniatures.</p><p>(I sometimes use minis if necessary, but I don't use squares, instead everybody has measuring sticks. No square cones for me.)</p></blockquote><p></p>
[QUOTE="MooMan68, post: 5790676, member: 6688406"] What do you think of this system, something I use in my games. I'm not going into detail, but you get the gist. *) Anytime you are in melee combat and you drop your guard, your opponent gets one free melee attack. *) What causes you to drop your guard is not the same as the opportunity attack list. Casting does, as does most missile weapons. Potions may depending on where they are stored. Basically, if I can imagine you doing the action and still continue to pay attention and interact with your attacker you haven't dropped your guard. Combat casting let's you roll a check to see if you dropped your guard. *) If you have dropped your guard, you lose some of your Dex bonuses to AC. *) Moving in melee does not necessarily cause you to drop your guard, you can move at a lower rate while maintaining your guard. You can't move toward your opponent, however, even diagonally, more than 5'. You can move sideways. *) However, anyone in melee with you has the option to *follow* you as you move (even though it isn't their turn), up to their movement limit. If you break and run, you drop your guard. *) Fighters and other melee based classes can gain abilities that punish opponents that attempt to move in directions other than directly away from them while maintaining their guard. It's a little more complicated than AoO, but it feels natural when describing combat, and therefore seems less confusing to players. And it even works without miniatures. (I sometimes use minis if necessary, but I don't use squares, instead everybody has measuring sticks. No square cones for me.) [/QUOTE]
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