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New Revision Spotlight: Attacks of Opportunity
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<blockquote data-quote="Zenon" data-source="post: 879227" data-attributes="member: 352"><p>Like another poster pointed out, they still don't clarify whether you have to be "aware" of the opponents action to take the AoO. Bad Wotc! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The arguments about AoO'ing tables and helpless opponents misses one thing - AoO's are special actions that happen out of turn order <u>in response</u> to an action.</p><p></p><p>Since the table or the helpless person takes no actions, no AoO's are provoked in response. After all, we're not modeling "realism" here, we're simply looking at a way to have some sort of rules for the situation that are fair and equitable to all involved.</p><p></p><p>If you feel like pounding on the helpless table or person, you are free to do it on your actual turn.</p><p></p><p>Another fallacy I've seen is the "6 AoO per round" using the one-per-action-that-provokes as proof this (mulitple AoO allowed) is a bad choice.</p><p></p><p>Reasons why?</p><p>1) Basic AoO: one per round</p><p>2) Combat Reflexes: Give additional AoO's equal to Dex modifier.</p><p></p><p>So you would need to have a Dex of at least 20 to do the 6 per round deal, along with feats spent for it, along with an enemy who will co-operate by provoking that many AoO's within reach.</p><p></p><p>As an aside, one of the "house rules" we've been using is the "multiple AoO's for different actions", exactly as the rule is changing to in 3.5. As the DM, I have not seen it to be unbalancing, or seen it to be taken advantage of. In fact, I think I can count on one hand the number of times that someone has got more than one AoO in a round in 2 1/2 years of play in 3.0. The cirucumstances (normally) just aren't that common for it to happen. Granted, I have no spiked chain wielders in my group, even my more "muchy' player hasn't gone that route.</p><p></p><p>Now, I also realize that a character can be specifically built to take advantage of this (like the high-dex spiked chain wielder with combat reflexes), but that is where enemy tactic have to change to nullify it:</p><p></p><p>1) SC wielder becomes primary arrow target.</p><p>2) SC wielder is primary polearm wielder's target.</p><p>3) Is a great target for Hold Person, Blindness, etc.</p><p></p><p>In other words NPC's/Enemies will realize that they are a serious threat and take steps against it. It's no worse than having a highly specialized archer character being "mobile artillery" with the right stats and feats - Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, mighty magic bows, etc, etc, etc.</p><p></p><p>As always, the above is IMHO.</p></blockquote><p></p>
[QUOTE="Zenon, post: 879227, member: 352"] Like another poster pointed out, they still don't clarify whether you have to be "aware" of the opponents action to take the AoO. Bad Wotc! :) The arguments about AoO'ing tables and helpless opponents misses one thing - AoO's are special actions that happen out of turn order [u]in response[/u] to an action. Since the table or the helpless person takes no actions, no AoO's are provoked in response. After all, we're not modeling "realism" here, we're simply looking at a way to have some sort of rules for the situation that are fair and equitable to all involved. If you feel like pounding on the helpless table or person, you are free to do it on your actual turn. Another fallacy I've seen is the "6 AoO per round" using the one-per-action-that-provokes as proof this (mulitple AoO allowed) is a bad choice. Reasons why? 1) Basic AoO: one per round 2) Combat Reflexes: Give additional AoO's equal to Dex modifier. So you would need to have a Dex of at least 20 to do the 6 per round deal, along with feats spent for it, along with an enemy who will co-operate by provoking that many AoO's within reach. As an aside, one of the "house rules" we've been using is the "multiple AoO's for different actions", exactly as the rule is changing to in 3.5. As the DM, I have not seen it to be unbalancing, or seen it to be taken advantage of. In fact, I think I can count on one hand the number of times that someone has got more than one AoO in a round in 2 1/2 years of play in 3.0. The cirucumstances (normally) just aren't that common for it to happen. Granted, I have no spiked chain wielders in my group, even my more "muchy' player hasn't gone that route. Now, I also realize that a character can be specifically built to take advantage of this (like the high-dex spiked chain wielder with combat reflexes), but that is where enemy tactic have to change to nullify it: 1) SC wielder becomes primary arrow target. 2) SC wielder is primary polearm wielder's target. 3) Is a great target for Hold Person, Blindness, etc. In other words NPC's/Enemies will realize that they are a serious threat and take steps against it. It's no worse than having a highly specialized archer character being "mobile artillery" with the right stats and feats - Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, mighty magic bows, etc, etc, etc. As always, the above is IMHO. [/QUOTE]
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