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General Tabletop Discussion
*Dungeons & Dragons
Does this fairly eliminate Attacks of Opportunity?
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<blockquote data-quote="GMMichael" data-source="post: 6168392" data-attributes="member: 6685730"><p>[MENTION=83293]nnms[/MENTION]:</p><p>You might create more of a need for strategy by requiring a defense boost to be announced in advance, like in D&D 3's fight-defensively and full defense. I'm using a homebrew system that doesn't have AC, so when my PCs reserve actions, they can use one to try to completely avoid an attack. If they fail, their armor reduces the damage that they failed to dodge.</p><p></p><p>I notice the problem of avoiding three attacks with three defenses, and then having none for your turn, goes away with grid movement. If you respond to an enemy attack by withdrawing, maybe you get hit, but your opponent needs to spend two more actions to hit you again - one to move up, and one to swing.</p><p></p><p>Regarding heavy armor - my homebrew uses damage reduction. So heavy armor can make dodging moot in many cases, since the heavy armor will reduce many attacks to just 1 point of damage. However, characters generally get only 1 health per level, so 1 damage can mean a lot.</p><p> [MENTION=6390]Ralts Bloodthorne[/MENTION]:</p><p>Mages, clerics, and druids, depending on your game system, can get some very interesting choices under a 3-action system. On the bright side, they can cast 3 spells in a round! But they'd better make those spells count, because enemies can respond to each action with a disrupt action for each spell - effectively giving them 3 attacks of opportunity. This is with a D&D 3 foundation.</p><p></p><p>In Modos RPG, increasingly difficult spells require more actions to use. So a caster could use his 3 actions to cast 3 simple spells, or 3 actions to cast one more complex spell. Since simple spells use only one action, a caster can cast a spell as a reserve action, using it as an opportunity attack, saving throw, or however he chooses. The rest remains the same.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6168392, member: 6685730"] [MENTION=83293]nnms[/MENTION]: You might create more of a need for strategy by requiring a defense boost to be announced in advance, like in D&D 3's fight-defensively and full defense. I'm using a homebrew system that doesn't have AC, so when my PCs reserve actions, they can use one to try to completely avoid an attack. If they fail, their armor reduces the damage that they failed to dodge. I notice the problem of avoiding three attacks with three defenses, and then having none for your turn, goes away with grid movement. If you respond to an enemy attack by withdrawing, maybe you get hit, but your opponent needs to spend two more actions to hit you again - one to move up, and one to swing. Regarding heavy armor - my homebrew uses damage reduction. So heavy armor can make dodging moot in many cases, since the heavy armor will reduce many attacks to just 1 point of damage. However, characters generally get only 1 health per level, so 1 damage can mean a lot. [MENTION=6390]Ralts Bloodthorne[/MENTION]: Mages, clerics, and druids, depending on your game system, can get some very interesting choices under a 3-action system. On the bright side, they can cast 3 spells in a round! But they'd better make those spells count, because enemies can respond to each action with a disrupt action for each spell - effectively giving them 3 attacks of opportunity. This is with a D&D 3 foundation. In Modos RPG, increasingly difficult spells require more actions to use. So a caster could use his 3 actions to cast 3 simple spells, or 3 actions to cast one more complex spell. Since simple spells use only one action, a caster can cast a spell as a reserve action, using it as an opportunity attack, saving throw, or however he chooses. The rest remains the same. [/QUOTE]
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Does this fairly eliminate Attacks of Opportunity?
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