AbdulAlhazred
Legend
I'm thinking of effects like Combat Superiority/Combat challenge - which make sense in any system. One OA per round gives a conversation like:
Orc 1: I'll push the little guy out the way - I won't get through by myself - the guys either side are fighters, but if we dogpile the li'l gap one of us is sure to get through.
Orc 2: WTF? Really??
Just make CS and CC a fighter ability that lets you take an OA if a marked, adjacent enemy shifts or makes an attack not including the fighter as a target and one that means fighter OAs that hit stop moves (but not shifts). Job done.
Yeah, and again, what's actually wrong with that? As it stands now any character can OA 4 orcs in a row as they each go past. In 6 seconds its a bit hard to imagine making multiple telling attacks. Beyond that I don't think it is a problem from a game-perspective either. I don't think in that sense it would be a problem for a fighter to be able to OA multiple times, but OTOH if the game is being substantially revised anyway there's not a huge reason to allow it either. The benefit is simply reducing all the off-turn stuff, and exempting fighters (and by extension probably other defenders too) you're injecting a good bit of it back in. I don't know EXACTLY how it would be handled in an alternative fashion that provides sufficient defender stickiness, but I think it would be a useful concept to explore in terms of streamlining combat.