Best variant AoO rule?


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Everyone is entitled to their own opinion of course. Personally, I have never had trouble understanding/using AoO, but I had several players who did. What I ended up doing was getting rid of AoO and started using concentration checks. If the check is failed, the action fails.

Examples:
1.) Wounded fighter tries to find and take a Cure Mod. potion from his backpack within reach of a long spear wielding ogre. I tell him to make a concentration check the DC of which is based on the BAB of the ogre. If he succeeds, he drinks the potion, if he fails he doesn't drink the potion.
2.) Spell caster in range of the same ogre tries to cast a spell. Concentration check vrs a DC based on the BAB of the ogre. (Defensive casting is what gave me the idea).
3.) Second fighter tries to charge the same ogre. He has to roll the concentration check; if he succeeds he attacks the ogre, if he fails his charge is stopped at the ogre's reach (he can then step up and attack next round without the check).

Bottom line: players love it and it is easy to manage.

Hope some of you can make use of this.
 
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