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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="Undrave" data-source="post: 8081361" data-attributes="member: 7015698"><p>That's why I advocate putting some of these as additional class features and not just feats. </p><p></p><p></p><p></p><p>That feels more like a weakness in the monster design themselves (also, if Marking was still a thing it'd be harder to ignore the bodyguards) more than anything else. </p><p></p><p></p><p></p><p>We had a WHOLE thread about how ranged combat was way superior to melee combat in 5e. If being in combat is bogged down by all these restrictions to what you can or can't do, it'll be even LESS desirable than it is now. Too many punishment for being in melee with result in ranged combat becoming the preferred method of engagement. Take a long range weapon and keep kiting! Doesn't matter if they have cover, as long as you don't get bogged down by those darn AoO. Too many punishment for doing cool naughty word in melee will result in boring fighters doing boring things all the time because they have to 'hold the line' and can't afford to move back a few feets (also, disengage run into the action economy, further limiting your ammount of 'cool naughty word' you can do). Being able to use potions while in melee is there so you don't need to constantly rely on having a caster to keep you up. What is you Fighter going to do? Spend a turn to disengage, move away, then HOPE the enemy doesn't close the distance so they can chug a potion with their standard action next turn? </p><p></p><p>I get that you want the tactical aspects back, but if you overload the system with restrictions combat will slow down and apparently people don't like long combat... or did you miss the huge 4e edition war and how that aspect keeps coming up? And 4e still only had movement trigger AoO normally, unless there was some maring involved. </p><p></p><p>You might say it worked out in 3.x, but I disagree. Especially since 3.x had superior casters being able to just end encounter faster anyway. In a system with such dominant caster, it made sense that all casting triggered AoO. </p><p></p><p>That said, I do not oppose the idea that attacking at range in melee might provoke AoO, but it either provokes or make you attack at disadvantage, not both at the same time.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8081361, member: 7015698"] That's why I advocate putting some of these as additional class features and not just feats. That feels more like a weakness in the monster design themselves (also, if Marking was still a thing it'd be harder to ignore the bodyguards) more than anything else. We had a WHOLE thread about how ranged combat was way superior to melee combat in 5e. If being in combat is bogged down by all these restrictions to what you can or can't do, it'll be even LESS desirable than it is now. Too many punishment for being in melee with result in ranged combat becoming the preferred method of engagement. Take a long range weapon and keep kiting! Doesn't matter if they have cover, as long as you don't get bogged down by those darn AoO. Too many punishment for doing cool naughty word in melee will result in boring fighters doing boring things all the time because they have to 'hold the line' and can't afford to move back a few feets (also, disengage run into the action economy, further limiting your ammount of 'cool naughty word' you can do). Being able to use potions while in melee is there so you don't need to constantly rely on having a caster to keep you up. What is you Fighter going to do? Spend a turn to disengage, move away, then HOPE the enemy doesn't close the distance so they can chug a potion with their standard action next turn? I get that you want the tactical aspects back, but if you overload the system with restrictions combat will slow down and apparently people don't like long combat... or did you miss the huge 4e edition war and how that aspect keeps coming up? And 4e still only had movement trigger AoO normally, unless there was some maring involved. You might say it worked out in 3.x, but I disagree. Especially since 3.x had superior casters being able to just end encounter faster anyway. In a system with such dominant caster, it made sense that all casting triggered AoO. That said, I do not oppose the idea that attacking at range in melee might provoke AoO, but it either provokes or make you attack at disadvantage, not both at the same time. [/QUOTE]
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Changes to movement and AoOs
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