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General Tabletop Discussion
*Dungeons & Dragons
Does this fairly eliminate Attacks of Opportunity?
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<blockquote data-quote="nnms" data-source="post: 6148372" data-attributes="member: 83293"><p>I think it'll do that.</p><p></p><p>Action points that you can spend during your turn or not during your turn are not a new thing, so I think it's a tried and tested approach that should work well.</p><p></p><p>It also opens up things for missile weapons that are not quickly reloaded. Aim-Aim-Fire for a crossbow, for example. While chucking shuriken or throwing knives might be throw-pull one out-throw. A bow, might be load-aim-fire with the ability to shoot more quickly by getting rid of the aim action be covered by a feat or talent (aiming for free when you fire because you're fast and good).</p><p></p><p></p><p></p><p>I couldn't find anywhere he said he was going for simulation as a design goal. It looks like he's going for some resource management as a source of fun in using the system, but that's a guess as well.</p><p></p><p>EDIT: Had another idea from the wargame Malifaux. In that game, you can be a "melee expert" or "casting expert" or "shooting expert" and get another action each turn that can only be spent on your area of expertise. So a melee expert (whether they get their from leveling up or a feat or something) could do 3 defense actions and still attack once. An amazing dragon that's a melee expert and casting expert would have five actions, one of which is a melee attack (if in range) and one of which is to manifest draconic magic (if appropriate). </p><p></p><p>Combat reflexes in Pathfinder (not that this has to be for a 3.x game) lets you make additional attacks of opportunity each round equal to your dex modifier. Instead, it would give you an additional melee attack you can only use outside your normal turn. If it gave dex modifier in attacks, then you'd amp up your dex, move up to your target, end your turn and do 4+ attacks. Probably not a good way to go.</p></blockquote><p></p>
[QUOTE="nnms, post: 6148372, member: 83293"] I think it'll do that. Action points that you can spend during your turn or not during your turn are not a new thing, so I think it's a tried and tested approach that should work well. It also opens up things for missile weapons that are not quickly reloaded. Aim-Aim-Fire for a crossbow, for example. While chucking shuriken or throwing knives might be throw-pull one out-throw. A bow, might be load-aim-fire with the ability to shoot more quickly by getting rid of the aim action be covered by a feat or talent (aiming for free when you fire because you're fast and good). I couldn't find anywhere he said he was going for simulation as a design goal. It looks like he's going for some resource management as a source of fun in using the system, but that's a guess as well. EDIT: Had another idea from the wargame Malifaux. In that game, you can be a "melee expert" or "casting expert" or "shooting expert" and get another action each turn that can only be spent on your area of expertise. So a melee expert (whether they get their from leveling up or a feat or something) could do 3 defense actions and still attack once. An amazing dragon that's a melee expert and casting expert would have five actions, one of which is a melee attack (if in range) and one of which is to manifest draconic magic (if appropriate). Combat reflexes in Pathfinder (not that this has to be for a 3.x game) lets you make additional attacks of opportunity each round equal to your dex modifier. Instead, it would give you an additional melee attack you can only use outside your normal turn. If it gave dex modifier in attacks, then you'd amp up your dex, move up to your target, end your turn and do 4+ attacks. Probably not a good way to go. [/QUOTE]
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Does this fairly eliminate Attacks of Opportunity?
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