Rhenny
Adventurer
Keep in mind that while the new rules do allow those archers to just pop out of cover and right back in.....it also allows the big melee guy to just race into that group of archers because he doesn't worry about AOOs.
That's why I think its worth trying as is, certain actions are now possible that were not before, but at the same time new counters are also available.
I agree. Both sides are bound by the same rules so there is equity. Players and DMs just need to readjust strategy. Now it may be more probable that a fighter or monster will ready an action to guard against foes rushing past. Using terrain will be very important to control the battlefield (finding the choke point, using rough terrain or obstacles for cover and blockage). Class abilities will become important (defender and hold the line). Control spells like ray of frost will be meaningful to defend against attacks.
I liked that I could actually have wounded monsters run away from the party in the playtest. In my old games, monsters would never run because they knew that they would get cut down from behind by AoO. By the same token, it was also refreshing that some of my players ran from combat when they were injured. To be honest, I think the game without AoO simulates real behaviors more acutely because there is this freedom to run when you need to (unless restrained by some other ability or tactic).