Attacks of Opportunity

Kirowan

First Post
I haven't played D&D in years. I quit while playing AD&D 2nd edition. I picked up the new edition some time ago, but I am just getting into it recently.

WOTC really streamlined the system. I dig that. However, I don't understand why they ever bothered introducing AoO. I mean, D&D combat is suppossed to be abstract, right? Why offer a tactical concept into a system which isn't based on realism at all. It seems like they were trying to appeal to abstract and tactical roleplayers while not serving either group very well.

I'm not trying to start a flamewar. I just want to know if anyone has any insight into AoO. Does everyone here think they enhance gameplay? Has anyone tried to play without them? If so, what were the results? I'm very interested in any fixes.

EDIT: spelling errors
 
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I'm a fan, pretty much. I think it's very important for everyone in the group to know the rules for them, though, since otherwise it can be quite unfair (moving 5' doesn't invoke an AoO, double-move in a straight line means the square you start in isn't considered for AoOs, etc.)

It just adds another factor to combat and allows reach weapons to operate more realistically. I wouldn't consider abolishing them, personally.
 

I personally like AoO. If you do something stupid in the middle of combat and your opponent gets a free swing at you.

Want to stand next to your opponent while winding back your crossbow? Well then, he gets a free swing.

Going to stand over the body of your friend and try to stop them bleeding to death? Well, the opponent standing next to them gets a free swing at you.

the other situation I had when DMing which I liked was after one of my monsters provoked an AoO against a PC, another monster thought he could run past, since the PC had already used his AoO that round - but the monster didn't know that the PC had Combat Reflexes, and down went the monster.

AoO have greatly increased the tactics in my games. Working with Flanking and Sneak attacks it makes a big difference. Now there is consequences to being surrounded. to attempting to cast a spell while your opponent stands next to you, etc.

It takes a while to get all the rules down with a group, but the result is very beneficial.

Duncan
 

Little_Buddha said:
I think it's very important for everyone in the group to know the rules for them, though, since otherwise it can be quite unfair (moving 5' doesn't invoke an AoO, double-move in a straight line means the square you start in isn't considered for AoOs, etc.)

My group has simplified the AoO to "5' free". Simply put, you get 5' of movement without incurring AoO each round; you can chose where this 5' is. This doesn't negate AoOs from actions (winding a crossbow, spellcasting, or Healing someone), but it does make them a little easier to understand. Since it applies to monsters also, we find it all balances out. Plenty of AoOs are still invoked, particularly when they're moving from one threatened area to another, or towards a monster with reach.

Cheers
Nell.
 

This has helped my players pick up a lot more tactics when in combat than they would before. If nothing else it keeps them thinking about placement a lot more.

The one place that I have seen this become a big factor is in PC vs PC or NPC party vs PC party combat. It's fun to watch a wizard retreat every turn because a fighter is tailing him, not allowing him to cast spells for fear of AOO.
 

Kirowan said:
However, I don't understand why they ever bothered introducing AoO. ... I just want to know if anyone has any insight into AoO.
AoOs are there for game balance purposes:

1) They are the price you pay to achieve special effects during combat, such as disarming, grappling, and breaking weapons. If you eliminate AoOs, people will perform those combat actions all the time. Those actions are supposed to be special, risky, and dramatic; removing the AoOs makes the commonplace. Additionally, you'll completely eliminate the usefulness of feats like Sunder, Improved Disarm, etc.

2) Historically speaking, D&D hasn't allowed a wizard to cast a spell while standing right next to an enemy fighter. AoOs simulate that risk. Eliminating those types of AoOs will make wizards more powerful. It will also devalue the Concentration skill and the Combat Casting feat.

If you can live with those repercussions, go ahead and drop AoOs. However, I'd keep them if I were you.
 

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