• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

New Revision Spotlight: Attacks of Opportunity

Back to helpless defenders...

For the "i drop him then AoO and kill him" guy... i already covered that when i asked for why this was a "we cannot do this and have to sacrifice realism..."

The key is that you write therules to make this work. Simply raising the bar for dead (make it negative con) or changing what -10 means ("makes a fort save at end of scene") are ways the rules could be written to accomdate this.

Also, just from a simple point of view, since many creatures and enemies after low levels have multiple attacks a round the double tap is there already. heck, with cleave dropping A allows me to swing at B and then take my iterative swing back at the helpless A to finish him off.

If double taps were such a horrific imbalancing thing, one would think they would not be so easy to do now.

*************

My impression to the one swing or multiple swings would be that helpless is an ongoing trigger for AoOs. If you have six AoOs by dint of 20 dex and combat reflexes, you should be able to use them against a foe who is helpless... just like you theoretically could against someone else.

A archer with four attacks plus haste plus rapid shot can IN THEORY provoke SIX AoOs while manintaining full dex bonus and dodges. I do not see why he should be considered more lapsing in his defense than someone sleeping or paralyzed.

fact of the matter is, most characters dont have combat reflexes so in the vast majority of the cases its one AoO period.

Again, there still remains the "why cannot we make these rules work? Why is this a case where we must throw up our hands and say "we cannot do it?" We are not that good."

*****************

and remember, there are involuntary aoo provocations now. Any forced movement such as a bull rush or a tk "piniata maneuver" can cause the enemy to provoke aoos against his will.

Now, of course, we coul;d take a simpler road. We could REDEFINE AOOS. Take away totally the "lapse in defense" definition and all the text about chatacters continually defending and ducking and dodging... cut out that AoOs occur because the character's defense lapses...

instead come up with a definition that matches the rule and makes sense.

For example... "the gods have ordained that some actions would be considered unworthy in true combat and so these actions are punishable by the gods providing mystical speed for the enemies."

Anyone got an explanation for AoOs that does not involve lapses in defense?
 
Last edited:

log in or register to remove this ad

Hypersmurf said:


Well, it's even worse, now.

You have a Spiked Chain, and the Combat Reflexes, Hold the Line, and Karmic Strike feats. Your opponent is 3.5 Hasted.

He charges you, entering a threatened square (AoO - Hold the Line), then leaving a threatened square as he closes (AoO - movement).


"This feat does not let you make more than one attack for a given opportunity". I'd say that the above two examples represent the same opportunity - moving through threatened areas. The advantage of Hold the Line means you get it early.


He throws a punch (AoO - unarmed attack) and hits (AoO - Karmic Strike).

I'm not familiar with Karmic Strike, but could this be another a case of the same opportunity?

Then, with his Hasted attack, he punches again (AoO - unarmed attack) and hits (AoO - Karmic Strike).
Ditto - and if you make multiple unarmed strikes without the Unarmed Strike feat, well you get what you ask for. :)

If you can get six AoOs on someone who isn't unconscious, why can't you get six AoOs on someone who is?
I wouldn't want to have a fight in a dormitory - "right, I'm standing within reach of 6 beds - I hit everyone in addition to striking at my opponent." ;)

And of course, the one-per-opportunity rule means that two people with high Dex and Combat Reflexes can get into the insanely-long disarm-provoke-disarm-provoke-disarm-provoke-disarm-counterdisarm-counterdisarm-counterdisarm-counterdisarm cycle that used to cap at one AoO each...
Again, these are "single opportunity" situations.
You disarm, I AoO with a disarm giving you an AoO - and that's it. No more AoO IMO.

Darren
 
Last edited:

Hm, I do seem to have joined this debate a little late :)
I could have sworn there was only a half-dozen posts when I started writing my first post. I fully expect another 3 pages to appear in the thread after clicking Submit.

Darren
 

On the attacking helpless targets thing:

If this were possible, being helpless would be a single opportunity and allow just one attack.

But a character with DEX 18, say, could find a way to use his 5 AoO every single turn: "I attack these 3 5' stretches of wall as I pass them, and that table and that chair. ":)

Darren
 



Petrosian said:
Well, that can be handled by a better dead system, off the top of my head making -10 not a rigid figure but something like your level or con as negative = dead or the sum of them. or maybe at -10 you go into mortally wounded and have to make a fort save to avoid dieing at the end of the scene.

Slightly off-topic (AoO's):

Wow! I really like this! Turn it into kind of a "death from massive damage" save.

Currently I use -10 plus Con modifier (as an addition negative) to be able to go lower before death, but I'm really liking this Fort Save at the point of death idea.

<golf clap>
 

I'm starting to see the confusion creeping in already. Especially the one AOO per provocation, its already confusing to many what counts as multiple provocations and what is simply one.

And guys, honestly the AOO realism argument is a mute point, and here's why.

Someone asked why can't they just change the rest of the rules to accomodate allowing AOO on helpless creatures. They obviously could, but that would be a MASSIVE redoing of the system.

1) I, like many DM's, give my players a fighting chance. When an enemy drops a PC, he usually moves on to another PC. That makes a lot of sense, he wouldn't want to waste his attacks on a virtual corpse, especially if he's not sure if its dead or not. And so the PC gets another chance to live.

Enter the new AOO rules. He drops a player, and then finishes them with the AOO. Doing otherwise would make no sense, he's not really wasting anything by doing so. That takes away power from the DM to help my players, something I definately don't want.

2) Okay we could adjust the death rules to accomodate. But the problem is at low levels, an AOO may do another 5 points of damage. At high levels, it could be another 30. So where do you move the new negative hp range, -30? That would allow low level character a lot more staying power, and change the game drastically. If you go by the neg. con route (I'm assuming when your at -1 per level is what people are refering to by that alteration?) then you have 1st level characters dead at -1. Again, a massive change in the way the rules are done.

3) For the small benefit of a little bit more realism, your making a massive change in other parts of the system that people don't have a problem with. I say why? The designers already had enough to playtest to balance 3.5 I'm sure, dramatic changes to the system are just asking for trouble.
 



Into the Woods

Remove ads

Top