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<blockquote data-quote="Thornir Alekeg" data-source="post: 3458994" data-attributes="member: 15651"><p>My limited experience playing without AoOs noted much of what Voadam has listed. </p><p></p><p>The game becomes more free form since you don't have to worry about running past an opponent.</p><p></p><p>I didn't experience the grapple/special moves ease, because nobody tried them.</p><p></p><p>Reach was no longer as much of an advantage.</p><p></p><p>I found the Concentration/defensive casting was one of the more noticeable changes.</p><p></p><p>Pluses:</p><p>-Movement seems less like plotting a chess move - "I'll get an AoO to move straight to attack this person 10 feet away, but if I use all 30 feet of my movement this round I can loop around, ending up in the same place and not provoke any AoOs."</p><p></p><p>-A little less metagame thinking - "That guy already used his AoO for the round against Jozan. I can move in without worrying...unless he has Combat Reflexes."</p><p></p><p>-Can speed up combat a small, but not insignificant, amount depending upon the circumstances.</p><p></p><p>Having tried both ways, I found what I would like is a simpler system. I like the way it adds in that element of being able to strike someone when they are more vulnerable - moving past, casting, getting up, but keeping all the mechanics straight in a large, diverse group of players can be a PITA.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 3458994, member: 15651"] My limited experience playing without AoOs noted much of what Voadam has listed. The game becomes more free form since you don't have to worry about running past an opponent. I didn't experience the grapple/special moves ease, because nobody tried them. Reach was no longer as much of an advantage. I found the Concentration/defensive casting was one of the more noticeable changes. Pluses: -Movement seems less like plotting a chess move - "I'll get an AoO to move straight to attack this person 10 feet away, but if I use all 30 feet of my movement this round I can loop around, ending up in the same place and not provoke any AoOs." -A little less metagame thinking - "That guy already used his AoO for the round against Jozan. I can move in without worrying...unless he has Combat Reflexes." -Can speed up combat a small, but not insignificant, amount depending upon the circumstances. Having tried both ways, I found what I would like is a simpler system. I like the way it adds in that element of being able to strike someone when they are more vulnerable - moving past, casting, getting up, but keeping all the mechanics straight in a large, diverse group of players can be a PITA. [/QUOTE]
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