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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: 6168540" data-attributes="member: 6685730"><p>To maintain the integrity of the "round," it makes sense to allow consecutive actions during the character's turn, but only one response-like action during other characters' turns. So a character could respond to an attack either by defending, or by counter attack. The normal response would be defend with reserve action, and "counterattack" during that character's turn.</p><p></p><p>Speaking of the surprise round, we're seeing a distinct bonus to acting first in this type of combat system. So simulating surprise might be better by simply granting a bonus to initiative, instead of removing actions. (?)</p><p></p><p>Regarding actions for spell levels: in works out in my game system, Modos. Each action generally translates to one die of damage - so wizard spells don't dominate warriors because they can have a similar number of actions. Casters also face a tradeoff: they can (try to) use their most powerful spell, but that leaves them without the ability to defend themselves or do other things for one round. (In the gridless system, casters on the defensive only take half melee damage. In a gridded system, they take no melee damage until an enemy is in melee range). </p><p></p><p>Also, a Modos caster uses magic points every time he casts a spell. So to cast one higher level spell uses the same amount of magic points, but more actions, than a low level spell. He's welcome to cast several low-level spells, but that would eat up his magic points very fast.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6168540, member: 6685730"] To maintain the integrity of the "round," it makes sense to allow consecutive actions during the character's turn, but only one response-like action during other characters' turns. So a character could respond to an attack either by defending, or by counter attack. The normal response would be defend with reserve action, and "counterattack" during that character's turn. Speaking of the surprise round, we're seeing a distinct bonus to acting first in this type of combat system. So simulating surprise might be better by simply granting a bonus to initiative, instead of removing actions. (?) Regarding actions for spell levels: in works out in my game system, Modos. Each action generally translates to one die of damage - so wizard spells don't dominate warriors because they can have a similar number of actions. Casters also face a tradeoff: they can (try to) use their most powerful spell, but that leaves them without the ability to defend themselves or do other things for one round. (In the gridless system, casters on the defensive only take half melee damage. In a gridded system, they take no melee damage until an enemy is in melee range). Also, a Modos caster uses magic points every time he casts a spell. So to cast one higher level spell uses the same amount of magic points, but more actions, than a low level spell. He's welcome to cast several low-level spells, but that would eat up his magic points very fast. [/QUOTE]
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Does this fairly eliminate Attacks of Opportunity?
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