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General Tabletop Discussion
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Keeping AoO for PC's, but removing AoO from enemies
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<blockquote data-quote="BookTenTiger" data-source="post: 8059503" data-attributes="member: 6685541"><p>In my experience...</p><p></p><p>Attacks of Opportunity are FUN for players. Players love to have that extra chance to hit enemies, and feats like Sentinel are super fun.</p><p></p><p>Attacks of Opportunity are NOT FUN for enemies. Players limit their options in combat for fear of being hit, even when facing weak enemies.</p><p></p><p>I am thinking of limiting Attacks of Opportunity to being available only to Player Characters.</p><p></p><p>How do you think this will effect combat?</p><p></p><p>I am hoping that as a result, players are more dynamic and creative in their movement and actions. I also think this will allow the Player Characters to face more difficult enemies and feel better about running away.</p><p></p><p>On the other hand, this means that the characters are going to get more attacks per combat than the enemies. So I'm thinking of giving all enemies something in exchange for taking away their Attacks of Opportunity. Here's my list of ideas:</p><p></p><p>Max HP.</p><p></p><p>A "Healing Surge" once per combat as a reaction.</p><p></p><p>Dodge as a reaction to taking damage.</p><p></p><p>Higher AC.</p><p></p><p></p><p>What are your ideas? Is this a crazy imbalance of action economy? Does it solve my problems?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8059503, member: 6685541"] In my experience... Attacks of Opportunity are FUN for players. Players love to have that extra chance to hit enemies, and feats like Sentinel are super fun. Attacks of Opportunity are NOT FUN for enemies. Players limit their options in combat for fear of being hit, even when facing weak enemies. I am thinking of limiting Attacks of Opportunity to being available only to Player Characters. How do you think this will effect combat? I am hoping that as a result, players are more dynamic and creative in their movement and actions. I also think this will allow the Player Characters to face more difficult enemies and feel better about running away. On the other hand, this means that the characters are going to get more attacks per combat than the enemies. So I'm thinking of giving all enemies something in exchange for taking away their Attacks of Opportunity. Here's my list of ideas: Max HP. A "Healing Surge" once per combat as a reaction. Dodge as a reaction to taking damage. Higher AC. What are your ideas? Is this a crazy imbalance of action economy? Does it solve my problems? [/QUOTE]
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Keeping AoO for PC's, but removing AoO from enemies
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