Thanee said:It's too easy to avoid them without using tactically lesser actions (or even different actions), most often via 5-ft. steps or skills/feats, and given the choice, it's kinda obvious what to do.
In a cramped dungeon corridor the tank drawing out the foe's AoO sets the party up to control the battlefield until that foe acts next. Rather than have the rogue tumble to the other side of the foe, the fighter waltzes up to the other side of the foe, eating the AoO, to exactly where the rogue can charge to flanking position. {+4 to hit thanks to charge and flank] After that devastating impact, the cleric moves in and heals whoever needs it or beats on the foe as well.Nail said:As a player, I *very* rarely provoke AoOs. It's far better to think a step ahead and simply avoid the need.
My players tend to get depressed when my NPC’s draw AoOs since that means the foe is going for the character’s or party’s soft spot.Nail said:As a DM? Often enough to keep the players happy. Nothing perks up a depressed player like being able to AoO.![]()
I'm not convinced. I've seen people provoke AoOs "on purpose"...and I've also noted that often enough had they thought ahead, provoking an AoO on purpose wouldn't have been necessary.Ridley's Cohort said:.. if you are responding with one of the first two choices, you are probably habitually using sub-optimal tactics. Probably. Obviously my opinion is based on the party composition and mix of monsters I am used to seeing on the battlemat, so YMMV.
Pyrex said:Back in the 3.0 days my cleric would routinely cast a double-empowered Fire Shield and run around the battlefield provoking as many AOO's as possible.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.