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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Consequences of a single change to AoO rules for 3.5/d20/Pathfinder?
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<blockquote data-quote="ZenFox42" data-source="post: 6141165" data-attributes="member: 6746758"><p>I've been doing some thinking based on these comments (and an off-forum discussion with the players), and have come up with 3 scenarios as examples :</p><p></p><p>A spellcaster with fighters right next to him can often (but not always) simply walk away far enough to cast a spell without provoking an AoO. The advantage goes to the spellcasters (as Dethklok points out, and happened in the last game).</p><p></p><p>A spellcaster is behind a row of fighter-types protecting him. But the opponent's fighters can simply walk past the protectors and attack the spellcaster. The advantage goes to the fighter-types (as Michael S. points out).</p><p></p><p>Many spellcasters stay away from the face-to-face fighting because their spells have range, so often AoO's aren't even an issue for them. And if the field isn't crowded, they can take a 5-foot step back and still cast without provoking AoO's. But with this rule, the fighter-types who are <u>in</u> the battle area are now free to move thru it to attack whatever they want without worrying about AoO's. The advantage goes to the fighters.</p><p></p><p>I think there will always be specific battles in which this rule will benefit one side or one class, but I'm seeing enough examples of how both spellcasters and fighters can benefit from it that I don't think it's really seriously unbalanced.</p><p></p><p>And as Dethklock and a player pointed out, it's also about whether you're having fun. Most of the players (all but one, really) could care less about <u>tactics</u>, and just want to play the game and kill things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> This rule allows them to not have to spend a lot of time thinking about <u>where</u> to move and <u>how</u> to move.</p><p></p><p>Thanks for all the thoughts and feedback, I'm going to keep the rule. But if anyone has any other comments, or someone else stumbles across this thread in the future and would like to comment, I'll get an email about it and check back.</p><p></p><p></p><p>P.S. - Altamont R. : great idea! I really like it. But to introduce it now in the middle of the game under these conditions would probably piss everyone on both sides off. I would however consider making it a house rule at the start of a new game. If I didn't have this rule about movement, I would have done the same thing for withdraw (you have to keep your guard up as you back away, so you have to move half speed), and your suggestion is a perfectly logical extension of that.</p></blockquote><p></p>
[QUOTE="ZenFox42, post: 6141165, member: 6746758"] I've been doing some thinking based on these comments (and an off-forum discussion with the players), and have come up with 3 scenarios as examples : A spellcaster with fighters right next to him can often (but not always) simply walk away far enough to cast a spell without provoking an AoO. The advantage goes to the spellcasters (as Dethklok points out, and happened in the last game). A spellcaster is behind a row of fighter-types protecting him. But the opponent's fighters can simply walk past the protectors and attack the spellcaster. The advantage goes to the fighter-types (as Michael S. points out). Many spellcasters stay away from the face-to-face fighting because their spells have range, so often AoO's aren't even an issue for them. And if the field isn't crowded, they can take a 5-foot step back and still cast without provoking AoO's. But with this rule, the fighter-types who are [U]in[/U] the battle area are now free to move thru it to attack whatever they want without worrying about AoO's. The advantage goes to the fighters. I think there will always be specific battles in which this rule will benefit one side or one class, but I'm seeing enough examples of how both spellcasters and fighters can benefit from it that I don't think it's really seriously unbalanced. And as Dethklock and a player pointed out, it's also about whether you're having fun. Most of the players (all but one, really) could care less about [U]tactics[/U], and just want to play the game and kill things. :) This rule allows them to not have to spend a lot of time thinking about [U]where[/U] to move and [U]how[/U] to move. Thanks for all the thoughts and feedback, I'm going to keep the rule. But if anyone has any other comments, or someone else stumbles across this thread in the future and would like to comment, I'll get an email about it and check back. P.S. - Altamont R. : great idea! I really like it. But to introduce it now in the middle of the game under these conditions would probably piss everyone on both sides off. I would however consider making it a house rule at the start of a new game. If I didn't have this rule about movement, I would have done the same thing for withdraw (you have to keep your guard up as you back away, so you have to move half speed), and your suggestion is a perfectly logical extension of that. [/QUOTE]
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Consequences of a single change to AoO rules for 3.5/d20/Pathfinder?
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