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General Tabletop Discussion
*Dungeons & Dragons
Keeping AoO for PC's, but removing AoO from enemies
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<blockquote data-quote="Quickleaf" data-source="post: 8062336" data-attributes="member: 20323"><p>That's a strong simplification of what I was saying – which was more about AoO opening up narrative options that would not exist without the AoO mechanic being available to monsters – but that's the gist of it.</p><p></p><p>Dungeon World is great in that regard, indeed.</p><p></p><p>One thing that does make a difference is upping your terrain design game. For instance, I routinely have PCs in positions where monsters could not reach them – like up in a tree, under slatted floorboards on a stilted hut, hiding in a cart of hay, on the far bank of a river of fire, and so forth. I also deliberately adjust starting encounter distances, looking for opportunities to inject longer starting distances in order to give movement-based & ranged-based PCs a chance to glow, as well as give all the players a chance to devise strategies to avoid engaging in melee if they do not wish. So it's like the football huddle before a game, but imagine the field is full of hillocks, trenches, oak trees, you the get the picture.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8062336, member: 20323"] That's a strong simplification of what I was saying – which was more about AoO opening up narrative options that would not exist without the AoO mechanic being available to monsters – but that's the gist of it. Dungeon World is great in that regard, indeed. One thing that does make a difference is upping your terrain design game. For instance, I routinely have PCs in positions where monsters could not reach them – like up in a tree, under slatted floorboards on a stilted hut, hiding in a cart of hay, on the far bank of a river of fire, and so forth. I also deliberately adjust starting encounter distances, looking for opportunities to inject longer starting distances in order to give movement-based & ranged-based PCs a chance to glow, as well as give all the players a chance to devise strategies to avoid engaging in melee if they do not wish. So it's like the football huddle before a game, but imagine the field is full of hillocks, trenches, oak trees, you the get the picture. [/QUOTE]
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Keeping AoO for PC's, but removing AoO from enemies
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