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No 5 foot step
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<blockquote data-quote="Kormydigar" data-source="post: 3102311" data-attributes="member: 17113"><p>Is it the 5 foot step itself that is causing problems or all the AOO stuff that is connected with it? I think that AOO's are more problematic than a 5 foot step. Here is a situation with AOO that is irritating:</p><p>A heavily armored 1st level fighter with DEX 16 and Combat Reflexes moves 60 feet (a triple move) toward his foes. At the end of his move he is 5 feet from 3 opponents. Having performed a double move, our fighter has exhausted his actions for the round. The fighters 3 opponents start casting spells. All of a sudden, our fighter can attack 3 TIMES. A haste spell only provides one additional attack and thats IF you move no more than 5 feet. Now I know by the RAW his opponents would only have to take a 5 foot step back to avoid the attacks but thats not the point. The point is that the majority of the combat/movement rules seem to take a conservative bent with regards to the amount of offense available to those move more than 5 feet. The AOO rules seem to just throw all that out the window. The AOO is so free to the attacker that it is overused. The AOO is basically a reactive offensive capability. Counterspells are kind of like that too, but how often does counterspelling get used in actual play. In our games, almost never. Reason: counterspelling requires the ready action to use. If spellcasters got to take thier turns as usual and still have a chance to counterspell if the opportunity arose then it would probably see more use.</p><p></p><p>.....Sorry about the rambling, while writing this I did have an idea for a unified mechanic to handle AAO's and counterspells. I will post a rough draft in the houserules section when I'm finished.</p></blockquote><p></p>
[QUOTE="Kormydigar, post: 3102311, member: 17113"] Is it the 5 foot step itself that is causing problems or all the AOO stuff that is connected with it? I think that AOO's are more problematic than a 5 foot step. Here is a situation with AOO that is irritating: A heavily armored 1st level fighter with DEX 16 and Combat Reflexes moves 60 feet (a triple move) toward his foes. At the end of his move he is 5 feet from 3 opponents. Having performed a double move, our fighter has exhausted his actions for the round. The fighters 3 opponents start casting spells. All of a sudden, our fighter can attack 3 TIMES. A haste spell only provides one additional attack and thats IF you move no more than 5 feet. Now I know by the RAW his opponents would only have to take a 5 foot step back to avoid the attacks but thats not the point. The point is that the majority of the combat/movement rules seem to take a conservative bent with regards to the amount of offense available to those move more than 5 feet. The AOO rules seem to just throw all that out the window. The AOO is so free to the attacker that it is overused. The AOO is basically a reactive offensive capability. Counterspells are kind of like that too, but how often does counterspelling get used in actual play. In our games, almost never. Reason: counterspelling requires the ready action to use. If spellcasters got to take thier turns as usual and still have a chance to counterspell if the opportunity arose then it would probably see more use. .....Sorry about the rambling, while writing this I did have an idea for a unified mechanic to handle AAO's and counterspells. I will post a rough draft in the houserules section when I'm finished. [/QUOTE]
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