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New Revision Spotlight: Attacks of Opportunity
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<blockquote data-quote="Stalker0" data-source="post: 881524" data-attributes="member: 5889"><p>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. </p><p></p><p>And guys, honestly the AOO realism argument is a mute point, and here's why.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 881524, member: 5889"] 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. [/QUOTE]
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New Revision Spotlight: Attacks of Opportunity
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