OAs/AoO - they gotta go

Letting OA/AoOs or their equivalent be the sole province of Fighters sounds like the best solution to me.

Fighters certainly could use a unique schtick, and in any case, they're the primary users of AoOs in an adventuring party.
 
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I like the move with some monsters and the 4E Essentials Paladin towards simple Aura effects. It translates fine off-grid as well - just abstract it to "enemies engaged with you in melee," "adjacent foes," or "anyone in reach of your sword-arm."

It doesn't have to be an attack roll for the PC or monster all the time either. It should be quick and dirty: enemy disengaging takes X damage, enemy must make a saving throw to disengage, any enemy disengaging is slowed.

Take this for example:

Hold the Line - Aura 1
Adjacent enemies have -1 to hit your allies.
Enemies starting their turn adjacent to you are locked in combat. To leave their place they must make a saving throw. On success they suffer X damage and may move freely this turn. On failure they lose their move action.


That's the "sticky" defender style of melee fighting. You could substitute any number of effects in their for customization - perhaps escalating damage and penalties at risk as you continue to advance as a warrior.

You could even just scratch the saving throw entire as say something like: Adjacent enemies are slowed (base movement reduced to 10ft.). Enemies that move away from you suffer X damage.

- Marty Lund
 

You should play at my table. I only allow an opportunity attack if you leave an adjacent square of a foe.

Ranged attacks and spells don't provoke an opportunity attack.

There is also no casting time wait. All spells and prayers are completed during the caster's turn. ..too hard to track when a spell is ready.
 

I'd like to see Opportunity Attacks only as a class feature for Guardian Fighters (Guardian being a class theme for Fighters - Slayer/Archer/Tempest being other class themes for the Fighter). They are the guardians after all. All the other classes would never have to think about OA. And this Opportunity Attack would mean that if your opponent disengages, you get a free attack. Or maybe if he doesn't attack you in melee but an ally. Something like that.

BUT: If you cast a spell in melee or shot a ranged weapon in melee, your opponent gets a FREE attack (no Opportunity Attack because it's a different rule :)).



I'd like to see this 'siloing of special rules' into classes in 5E edition. Something like what the 2E thief did. Just for all classes.

Instead of every class getting an extra attack at +6 BAB, ONLY the fighter gets extra attacks. Only the rogue does extra damage when catching an opponent off-guard. Only the slayer fighter gets more damage when wielding a two handed weapon (double his str mod). Only the wizard and cleric can cast rituals etc.

-YRUSirius
 
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Simple solution that I'm incorporating into all my D&D games from now on: only fighters get AoOs. The rest don't. Simple, easy, and it gives the fighter something to do that the rest of the classes don't.
 




I am used to them from the get go. I started with ADnD 2nd edition nearly 20 years ago and the always were a part of combat:

1) running away from combat
2) casting or using a ranged attack in melee
3) passing by someone who defends a hall

those were and are still the usual cases where attack of opportunity matter.
Of course it is much ore codified now. But those things can easily be tracked without any battelemap

I agree, except..... Who runs AWAY from combat??

I cant get my players to run from magma!
 

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