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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Changes to movement and AoOs
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<blockquote data-quote="tetrasodium" data-source="post: 8081304" data-attributes="member: 93670"><p>Feats in 5e being so much more valuable & rare than back when the tactical grid combat system was still in tact works against your case to bring up how feats can bring back some of it. It was still possible to build towards the "interesting build" niches you note, you were just good at it in ways that made you <a href="http://142.44.211.148/feats/monster-manual-v--78/mage-slayer--1820/index.html" target="_blank">terrifying</a> in your niche rather than merely capable. The problem with all the needlessly missing pieces is more the impact that it has on the tactical grid combat... [spoiler="for example"]</p><p>[ATTACH=full]125472[/ATTACH]</p><p>[/spoiler]</p><p></p><ul> <li data-xf-list-type="ul">The fact that the two example bodyguard types can be <em>completely</em> ignored in order to stomp the bbeg at the altar massively simplifies the encounter & dramatically raises the bar for what it takes to put some space between PCs & a baddie to force them to deal with the bbeg's minions washing out the story because anything shy of a huge group or a narrow corridor can be ignored at little to no risk.</li> <li data-xf-list-type="ul">being able to reach into your pack to dig out & drink a potion as one action rather than two & have it no longer provokes an AoO means that there is dramatically less risk of over extending or waiting till the last possible chance before pulling the rip cord rather than pulling it because it's obviously going to be tight & maybe too tight or just being a little more careful about pulling a l<a href="https://knowyourmeme.com/memes/leeroy-jenkins" target="_blank">erooyyy jenkins</a> or just admitting "Yea I'm level 8 and those are only ten skeletons but I shouldn't risk getting trapped behind them & cut off from my allies"</li> <li data-xf-list-type="ul">removing the AoO for reloading a crossbow devalues lesser weapons like the sling to the point of being nearly pointless</li> <li data-xf-list-type="ul">so on & so forth.</li> </ul><p>The old AoO system served a purpose& really was not nearly as difficult to remember as you make it out to be in some of your posts. Did it slow down a fight & force pcs to deal with minions first rather than thoughtlessly zergrush every encounter?... yes absolutely & <em>that was the point</em>, there were even spells abilities & feats that made you exempt from some/all of them. <strong> If you don't feel like that level of strategy is fitting for your game it's trivial to say "we are going to ignore the AoO rules except for this one for this encounter/session/campaign" </strong>but not at all easy needing to fight the system in order to build a whole new one after it got left on the cutting room floor in a mad quest chasing simplicity for the sake of simplicity where anything but the most "simple" is badwrongfun.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8081304, member: 93670"] Feats in 5e being so much more valuable & rare than back when the tactical grid combat system was still in tact works against your case to bring up how feats can bring back some of it. It was still possible to build towards the "interesting build" niches you note, you were just good at it in ways that made you [URL='http://142.44.211.148/feats/monster-manual-v--78/mage-slayer--1820/index.html']terrifying[/URL] in your niche rather than merely capable. The problem with all the needlessly missing pieces is more the impact that it has on the tactical grid combat... [spoiler="for example"] [ATTACH type="full" alt="1599105198522.png"]125472[/ATTACH] [/spoiler] [LIST] [*]The fact that the two example bodyguard types can be [I]completely[/I] ignored in order to stomp the bbeg at the altar massively simplifies the encounter & dramatically raises the bar for what it takes to put some space between PCs & a baddie to force them to deal with the bbeg's minions washing out the story because anything shy of a huge group or a narrow corridor can be ignored at little to no risk. [*]being able to reach into your pack to dig out & drink a potion as one action rather than two & have it no longer provokes an AoO means that there is dramatically less risk of over extending or waiting till the last possible chance before pulling the rip cord rather than pulling it because it's obviously going to be tight & maybe too tight or just being a little more careful about pulling a l[URL='https://knowyourmeme.com/memes/leeroy-jenkins']erooyyy jenkins[/URL] or just admitting "Yea I'm level 8 and those are only ten skeletons but I shouldn't risk getting trapped behind them & cut off from my allies" [*]removing the AoO for reloading a crossbow devalues lesser weapons like the sling to the point of being nearly pointless [*]so on & so forth. [/LIST] The old AoO system served a purpose& really was not nearly as difficult to remember as you make it out to be in some of your posts. Did it slow down a fight & force pcs to deal with minions first rather than thoughtlessly zergrush every encounter?... yes absolutely & [I]that was the point[/I], there were even spells abilities & feats that made you exempt from some/all of them. [B] If you don't feel like that level of strategy is fitting for your game it's trivial to say "we are going to ignore the AoO rules except for this one for this encounter/session/campaign" [/B]but not at all easy needing to fight the system in order to build a whole new one after it got left on the cutting room floor in a mad quest chasing simplicity for the sake of simplicity where anything but the most "simple" is badwrongfun. [/QUOTE]
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