New gamer has problems with combat system

1) difficulty class (in skills chapter)

2) no, if someone provokes an AoO you get a free melee attack ONLY (a partial action can be just about anything, including a spell)
 

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To expand a little bit:

DC is difficulty class. This applies to most of the d20 rolls in D&D.

In each of these cases the player rolls a d20 adds appropriate bonuses and tries to equal or exceed a target number. The DC is that target number.

So when a trap requires a Reflex Save (DC15), the player has to roll a d20 and add his Reflex Save bonus (which includes a bonus based on class and level, Dexterity modifier, Feats and magic bonuses). If the results of the d20+bonuses equals 15 (the DC) then the character avoids some or all of the effects of the trap.

The same system (game mechanic) is used for skill checks. For example, a Tumble skill-check DC15 will allow a player to avoid attacks of opportunity while moving near opponents, or an Open Lock check DC20 will open a "very simple" lock.

Some skill checks have a variable DC, called an opposed check: the opponent rolls a different skill and his roll+modifiers is the DC for the characters check. A Move Silently check is usually rolled against the opponents Listen check. So if you tell the DM you are going to try to sneak past the guards, you roll your check. Say your roll with modifiers comes out to a 22 (good stuff), if the guards roll less than 22 they don't hear you. If they roll 22 or better, they hear your footsteps and the jig is up. Check individual skill descriptions for the DCs of different tasks.

Actually, combat works the same way. You can think of Armor Class as the DC of the d20 attack roll, and it works exactly the same. Roll d20 add modifiers if you equal or better the Armor Class/Difficulty Class you have achieved success.

Hope that helps.

Cheers.
 


As suggested, read the Combat chapter a few times. After that, try to run a few "practice" combats with your friends. For something like this, it's simplest to use characters generated in the Dungeon Master's Guide (DMG), or even mosters from the Monster Manual (MM). Start with low-level monsters if possible. In early Handbook printings, there were some monsters in the back of the book. Anyway, after you play through some simple combats (with minatures, tokens or whatever), reread the combat chapter more, because it's very easy to miss alot of the rules of the various situations. It'll never sink in (well, it wouldn't for me) without practicing. Even ignore some rules, only using the simplest of them first, then add aspects (surprise rounds, move-equivalent actions, ect.) gradually so you're not overwhelmed (again, that was the best way for me to learn, to each their own).

Welcome to the fabulous world of Dungeons & Dragons. The memories last a life time.
 



I kept reading it over but I still don't understand AoO's. It's not the rules i don't understand (I think), it's just the idea. Why does a defender get an AoO when an attacker moves out of an area threatening them(I think they are moving away out of reach so why is he threatening)? Why doesn't the defender get an AoA when an attacker enters an area and makes it threatened(personally i'd be threatened if a barbarian ran up to me and stopped about 5 feet infront of me)? Why don't you get an AoA when someone makes a melee attack after a reflex save(if you move out of the way from the hit that leaves the attacker unguarded?) Why do people get AoA's against others using ranged weapons?

The rules say the only way to get an AoA is to move in a threatened area (unless you double move--which i don't understand that concept) and when you move out of a threatened area. Is this right?
 

Think of it this way. You're fighting someone; when they take their concentration away from the combat for a minute, you get a free chance to whack him.

Why does a defender get an AoO when an attacker moves out of an area threatening them(I think they are moving away out of reach so why is he threatening)?

There are a bunch of things that might make someone lose concentration. One of them is attacking someone and then backing away or moving more than just 5'; it's hard to do both in six seconds.

In my opinion, you're probably best off totally ignoring attacks of opportunity until you're more familiar with the game. They're fine, but removing them won't ruin anything, and it'll make combat move more quickly!
 

Piratecat said:
In my opinion, you're probably best off totally ignoring attacks of opportunity until you're more familiar with the game.

Wouldn't it be easier to just keep playing 2nd edition? Think about all of the aspects of combat that this would seriously effect.

  1. No danger of casting spells (Aside from readied actions, of course. But really, how often do you truly ready an action?)
  2. Ranged weapons (or ranged attacks period) are far deadlier.
  3. You're much more likely to be grappled
  4. The Close-Quarter's Fighting feat become way underpowered.
  5. You'll spend half, if not most, of the time in combat on your butt from being tripped left and right.
  6. Combat will get MUCH longer due to the fact that healing spells and healing potions no longer provoke AoOs, meaning everyone will be constantly healing themselves or each other with no fear of getting popped and losing the spell or failing to drink the potion.
  7. Your equipment is terribly vulnerable to being destroyed, and there's very little you can do to defend it.
  8. The list goes on and on....
    [/list=1]

    Personally, I don't think ignoring AoOs is a good idea at all. Much safer stepping back a revision.
 

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