Attacks of Opportunity are a variant rule in the ne d20 Cthulhu. What does everyone think of this? I think it fits in fine with what CoC is about-noncombat solutions to problems.
Good because it simplifies things, good because most modern combat is ranged instead of melee, bad because some might feel limited -- but if it's in there as a variant rule, that's good enough, I say.
Attacks of Opportunity are a variant rule in the ne d20 Cthulhu. What does everyone think of this? I think it fits in fine with what CoC is about-noncombat solutions to problems.
So long as they left in the Run Feat, it's all good...
I think it's just fine as an optional rule. The characters most frequently portrayed in the game aren't combatants (Delta Green being one exception), so it's not a big loss. I've not gotten a chance to see it yet - what sort of other optional rules and variants are featured?
I consider this to be a good thing since the monsters are tough to deal with. Not to mention the last time I played CoC, I went through characters like an engineering student through a six-pack.
Remember, that means the monsters dont get AoOs on you either. Which is good since most Lovecraft creatures are tentacled horrors, and with the right feats that could mean multiple AoOs on your investigators. Bummer.
Besides, who cares about AoOs in COC. You should be more worried about surviving the San checks than the AoOs.
Good. The players don't need them, because if you are in melee with a monster you will die anyway. The monsters not having them means that running away after you've gone insane is easier.
Well, AoOs are an "optional" rule in D&D as well Or do you have WOTC representatives dropping in at your gaming session to check that you are playing it "by the book"?
But it is of course a good idea of the game designers to label some rules "optional" from the start, if the game isn't all about combat.