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General Tabletop Discussion
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Can the GM cheat?
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<blockquote data-quote="ExploderWizard" data-source="post: 6132332" data-attributes="member: 66434"><p>I have come to the conclusion that in an abstract combat system such as D&D, opportunity attacks are needless minutae. Especially in situations where MAKING an opportunity attack per the rules would logically put the attacker in an even worse situation but it doesn't because the rules conveniently don't cover it. Sure I might be fighting 3 monsters at once in front of me, but hey, that guy behind me moved an extra step and he's gonna pay for it. "Excuse me front monsters, do be a dear and give me a moment to chastise your fellow back there"..... WHACK!....." Jolly good, now where were we?"</p><p></p><p>The whole business of making the attack on someone improperly defending themselves, often leads to the atacker having to do the same. This logically leads to a seesaw circle jerk of opportunity attacks until someone dies. </p><p></p><p>The whole mess would work better if OA's were only available to those who actually had opportunity (not already engaged in melee). </p><p></p><p></p><p></p><p>I have the most fun as a GM when the players are presented with options A, B, and C and instead they do Z. Finding out what happens next is what I find most satisfying about running campaigns. The GM is privy to much more information than the players so the joy of surprise and discovery is a precious commodity that is squandered away if the players never do anything more than jump through the hoops as presented. </p><p></p><p>Epic stories are great, and every setting needs some. Its better IMHO to simply present them to the players as background and attempt to get thier characters to exceed or top them instead of following along in the creation of one already envisioned. </p><p></p><p></p><p></p><p>QFT. </p><p></p><p></p><p></p><p>Also this.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6132332, member: 66434"] I have come to the conclusion that in an abstract combat system such as D&D, opportunity attacks are needless minutae. Especially in situations where MAKING an opportunity attack per the rules would logically put the attacker in an even worse situation but it doesn't because the rules conveniently don't cover it. Sure I might be fighting 3 monsters at once in front of me, but hey, that guy behind me moved an extra step and he's gonna pay for it. "Excuse me front monsters, do be a dear and give me a moment to chastise your fellow back there"..... WHACK!....." Jolly good, now where were we?" The whole business of making the attack on someone improperly defending themselves, often leads to the atacker having to do the same. This logically leads to a seesaw circle jerk of opportunity attacks until someone dies. The whole mess would work better if OA's were only available to those who actually had opportunity (not already engaged in melee). I have the most fun as a GM when the players are presented with options A, B, and C and instead they do Z. Finding out what happens next is what I find most satisfying about running campaigns. The GM is privy to much more information than the players so the joy of surprise and discovery is a precious commodity that is squandered away if the players never do anything more than jump through the hoops as presented. Epic stories are great, and every setting needs some. Its better IMHO to simply present them to the players as background and attempt to get thier characters to exceed or top them instead of following along in the creation of one already envisioned. QFT. Also this. [/QUOTE]
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