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<blockquote data-quote="SnowDog" data-source="post: 920567" data-attributes="member: 2225"><p>Thanks again, everyone. I knew this was a Pandora's Box of Worms, but I was hoping to at least see the insights into why people decide what they do, and how they rule.</p><p></p><p>Before this thread I was leaning towards nullifying all AoOs while invisible, but felt really scuzzy about it. Now I'm leaning towards coming up with something a bit more complex; allowing AoOs only when the opponent can pinpoint you and is aware you're triggering an AoO. It's not ideal, but it feels better to me than the random whack-a-mole of not telling the player why they're being allowed an AoO (no insult intended to Hypersmurf's approach; I'd obviously need to see it in action before I decided how it felt, but that's my first gut feeling).</p><p></p><p>Of course, Loki's assertion that this makes invisibility more powerful is something I am a little concerned about, as none of the PCs in my players' party have invisibility. But, that's their choice, really. Heh.</p><p></p><p>Note, after reading the linked thread, I'm leaning more towards "AoOs are concrete actions taken by characters" not the "AoOs are an abstract mechanic for something that is happening anyway". This is mainly because IMC we refer to AoOs in character already -- things like distracting a foe to trigger an AoO and then having your ally rush by are justified by saying "You leave yourself wide open, and while your enemy takes a wild swing at you, Bob rushes past the distracted enemy to escape." Our decisions on whether to take AoOs are in-game, in-character decisions -- a stupid fighter takes the first AoO he is granted in a round. The cunning one may let one slide hoping for a better opportunity.</p></blockquote><p></p>
[QUOTE="SnowDog, post: 920567, member: 2225"] Thanks again, everyone. I knew this was a Pandora's Box of Worms, but I was hoping to at least see the insights into why people decide what they do, and how they rule. Before this thread I was leaning towards nullifying all AoOs while invisible, but felt really scuzzy about it. Now I'm leaning towards coming up with something a bit more complex; allowing AoOs only when the opponent can pinpoint you and is aware you're triggering an AoO. It's not ideal, but it feels better to me than the random whack-a-mole of not telling the player why they're being allowed an AoO (no insult intended to Hypersmurf's approach; I'd obviously need to see it in action before I decided how it felt, but that's my first gut feeling). Of course, Loki's assertion that this makes invisibility more powerful is something I am a little concerned about, as none of the PCs in my players' party have invisibility. But, that's their choice, really. Heh. Note, after reading the linked thread, I'm leaning more towards "AoOs are concrete actions taken by characters" not the "AoOs are an abstract mechanic for something that is happening anyway". This is mainly because IMC we refer to AoOs in character already -- things like distracting a foe to trigger an AoO and then having your ally rush by are justified by saying "You leave yourself wide open, and while your enemy takes a wild swing at you, Bob rushes past the distracted enemy to escape." Our decisions on whether to take AoOs are in-game, in-character decisions -- a stupid fighter takes the first AoO he is granted in a round. The cunning one may let one slide hoping for a better opportunity. [/QUOTE]
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