Eliminating AoOp

RustyHalo

First Post
One of the ongoing peeves that I have with D&D 3.x is the Attack of Opportunity.


I prefer to dungeonmaster a game that's light on tactics and thick with roleplaying. When the game turns to battle, almost invariably the pace slows to a frickin' crawl. Sometimes (and only rarely!), the level of detail that standard 3.5 provides offers a vivid quality to the events at hand. Most of the time, AoOp's slow the pace insufferably. I woud gladly flush the detail that AoOp's provide in exchange for smoother play.

For example: the last time my group gamed, i had designed an encounter wherein the characters were set upon by ghoul hounds atop a city wall. The edges of the wall restricted free movement, and the stacked ranks of PC's and nasty-dogs meant that all combatants might well move through friendly squares and/or hostile squares inside a combat round. The variables that thus came into play regarding AoOp's, especially in connection with movement and charges and bull rushes, became terribly complex. What I had intended to be just a flavorful if intimidating encounter ended up taking almost two hours to resolve. Grrrrrrr!

MY QUESTION: What's involved in simply stripping AoOp's from the game?

Here's what I know:
(1) If I strip AoOp's, I need to allow PC's to reconfigure their Feat selection (as any number of Feats are intimately tied to the logic of AoOp's);
(2) Stripping AoOp's will have a whole host of consequences in 3.5;

Some assumptions:
(1) I want to stick with d20, in some form. I have invested beaucoup bucks in the system, as have my players. I have no desire to ditch the system wholesale;
(2) Those with whom I game are not terribly hung up on battlefield tactics. They accept and/or they appreciate the fact that my interest and my strengths are in refereeing a roleplaying game, NOT a tabletop game like Warhammer. They are not going to pine away for the tactical minutae of tabletop wargaming;

Related issues:
(1) What does stripping AoOp's do to the basic mechanics of 3.5 combat, and are the issues involved insurmountable? For example: (a) movement; (b) reach; (c) initiative; (d) special actions like "charge" and "bull rush"; and (e) the logic of "actions" -- full-round, standard, move-equivalent, etc.;
(2) I read somewhere (???) that an RPG w/o AoOp's introduces its own set of potential rules-lawyering abuses; what are they?

I wish to thank you all in advance for any feedback you offer.


P.S. I picked up a copy of Castles & Crusades, mostly on the word that it represents a d20 mechanic without AoOp's -- and promotes the simplicity of combat. While the game seems well-designed, its standard ruleset does without a number of things that I want to keep, like Skills and Feats.
 

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Big thing is that No AoO seriously strengthens casters.

You can offset that by requiring a defensive casting check if the caster is threatened.

It also strengthens any creature that needs to enter your space in order to attack (A stirge, for example)

Last thing I can think of is that it shifts combat towards offense as there are fewer penalties for that offense. Reach becomes less important.
 

No AoO

The Game of Thrones rules have eliminated attacks of opportunity and are pretty good. You have to keep in mind that it changes a lot of feats. One thing they changed was that you cannot just take a 5 ft. step out of combat and do anything but a melee attack. No step out and fire a bow or cast a spell - you have to withdraw.

I would institute that and make a spellcaster make a combat casting roll whenever within melee range or if they a 5 ft. step out of melee without withdrawing.
 

One problem with removing AoOs is that it makes 'bodyguards' much less useful.

Eg: The fighters can just walk through the horde of orcs to attack their wizard boss.

Also, the monsters can just walk past the fighters to attack the wimpier PCs.

It also makes reach much less useful.

Geoff.
 

If your players trust you and don't mind the change to the rules, why not just rule attacks of opportunity whenever you think they are appropriate? Warn the players if a particular action looks like it would be very risky to do without being AoO'ed, so that you are not unfair to them.

In 1st & 2nd edition, this is how i used to do AoO's (although I didn't call them that!). I would even let someone move slightly to block movement rather than attacking if for example they had time to react and had stated they were "blocking." After all, actions really occur simultaneously-if you are playing a more narrative game this sort of approach allows a few more dramatic scenes in a fight.
 

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