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Less Opportunity Attacks
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<blockquote data-quote="Jester David" data-source="post: 7979659" data-attributes="member: 37579"><p>IIRC, when Attacks of Opportunity were introduced in 2nd Edition's <em>Combat & Tactics</em> it was less about making front line defenders sticky and more about making disengaging from combat harder. It was a verisimilitude/ simulation factor. Backing up from enemies shouldn't be easy.</p><p></p><p>When MMOs were introduced and started work-shopping with how to handle tanking and threat generation in multiplayer games, D&D also started toying with the same ideas and paired it with AoOs. Which evolved into marking in 4e, which, as Morrus said, could make fights a little more static at times (although, in general, 4e fights could be pretty mobile with the right powers). </p><p></p><p>I haven't played PF2 but seen a few streams. It seems more mobile... at least at the beginning of fights. People can move fast with multiple actions: you can triple move and rocket across a battlemap. The tanks still have AoO or something similar, so it's just removing the free attack from rogues and monks and the like. It's more role or creature specific. </p><p>But because there's so many things that require an action, you don't want to move unless you have to. Even if you have a big penalty, it's always better to make an extra attack and hope for a 20 than just move or waste an action. Unless you're a mobile character with a move-and-attack action, you're always better planting yourself in a good position and unloading.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7979659, member: 37579"] IIRC, when Attacks of Opportunity were introduced in 2nd Edition's [I]Combat & Tactics[/I] it was less about making front line defenders sticky and more about making disengaging from combat harder. It was a verisimilitude/ simulation factor. Backing up from enemies shouldn't be easy. When MMOs were introduced and started work-shopping with how to handle tanking and threat generation in multiplayer games, D&D also started toying with the same ideas and paired it with AoOs. Which evolved into marking in 4e, which, as Morrus said, could make fights a little more static at times (although, in general, 4e fights could be pretty mobile with the right powers). I haven't played PF2 but seen a few streams. It seems more mobile... at least at the beginning of fights. People can move fast with multiple actions: you can triple move and rocket across a battlemap. The tanks still have AoO or something similar, so it's just removing the free attack from rogues and monks and the like. It's more role or creature specific. But because there's so many things that require an action, you don't want to move unless you have to. Even if you have a big penalty, it's always better to make an extra attack and hope for a 20 than just move or waste an action. Unless you're a mobile character with a move-and-attack action, you're always better planting yourself in a good position and unloading. [/QUOTE]
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