Pielorinho
Iron Fist of Pelor
Artoomis said:
Nice description.
Maybe it's not so big a problem. I still see it as an unneeded complexity, though.
Thanks! It is an extra layer of complexity, but I see that complexity arising very rarely. And mostly when it comes up, it'll be in the context of a single person doing two or more AoO-provoking actions in a single round ("Okay, I'm going to cast shocking grasp on the ogre!" "He grunts, and smashes you with his club for 12 points of damage. Make a concentration check." "Yee-ouch! I don't make the concentration check. What, I've got a move action left? Fine, I run away." "The ogre grins and swings his club at you again. Mark yourself down another 14 hit points.")
Most players IMC know how to avoid incurring AoOs; the mechanic pops up in the game mostly in the context of limiting what people do (i.e., they don't cast shocking grasp when they're standing next to an ogre).
And on the rare occasions where multiple AoO opportunities occur, I can visualize the way that the AoO-chain works. I cannot visualize why, in the horse-and-knight example I gave above, the combat-reflexes guy would be able to attack both horse and knight once each, in any order, when they gallop past. It makes much more sense to me to grant AoOs per opportunity, not per opponent.
Daniel