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<blockquote data-quote="MrMyth" data-source="post: 4885503" data-attributes="member: 61155"><p>It depends on party. In my group, one character is a Spiked Chain fighter who has the stance that gives him Threatening Reach for an encounter, and obviously gets a ton of OAs while that is up. But even outside of that (which is a pretty specific build), enemies definitely often have encouragement to try and get away from one character and go after another - whether it is being marked by a distinct Swordmage, or seeing a healer that is great at keeping everyone else untouched, or just going after the more fragile targets in back. My group also tosses around a decent number of 'daze' effects, which can limit monster's options enough that sometimes they have to provoke if they want to accomplish anything on their turn. </p><p></p><p>But I've also seen plenty of groups where it absolutely never comes up. I see it relatively rarely in RPGA play (in part because, while characters can be effective, the players aren't always used to working as a specific group.) </p><p></p><p>For a fighter, I think feats that make their OAs more likely to hit can be quite good (because of how effective their OAs are when they land), but ones that just add damage aren't as big a deal, unless you know you'll be making them often. But there are plenty of other feats out there only good for a few specific builds, so it doesn't make these terrible if they fall into the same place, in the end.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 4885503, member: 61155"] It depends on party. In my group, one character is a Spiked Chain fighter who has the stance that gives him Threatening Reach for an encounter, and obviously gets a ton of OAs while that is up. But even outside of that (which is a pretty specific build), enemies definitely often have encouragement to try and get away from one character and go after another - whether it is being marked by a distinct Swordmage, or seeing a healer that is great at keeping everyone else untouched, or just going after the more fragile targets in back. My group also tosses around a decent number of 'daze' effects, which can limit monster's options enough that sometimes they have to provoke if they want to accomplish anything on their turn. But I've also seen plenty of groups where it absolutely never comes up. I see it relatively rarely in RPGA play (in part because, while characters can be effective, the players aren't always used to working as a specific group.) For a fighter, I think feats that make their OAs more likely to hit can be quite good (because of how effective their OAs are when they land), but ones that just add damage aren't as big a deal, unless you know you'll be making them often. But there are plenty of other feats out there only good for a few specific builds, so it doesn't make these terrible if they fall into the same place, in the end. [/QUOTE]
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