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OAs/AoO - they gotta go
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<blockquote data-quote="Argyle King" data-source="post: 5879338" data-attributes="member: 58416"><p>I don't find OAs time consuming either. How much time is "hey, I make an attack"?</p><p></p><p>As for your suggested fix, I would honestly prefer something like that, but I do not feel most people would. I also play GURPS, and the added granularity of needing to draw the arrow and 'load' the bow is part of ranged attacks. Each weapon has ups and downs; that's really all I'm asking for here. IMO, D&D already has too many no-brainer choices; if ranged attacks have advantages without drawbacks, that simply just adds another one.</p><p></p><p>I agree that OAs are not elegant. However, unless other changes were made such as adding a little more granularity to differentiate weapons and having active defenses rather than static defenses, I prefer having them in the game to not having them in the game. </p><p></p><p></p><p></p><p>I'm not pretending.</p><p></p><p>Here's the thing: I cannot attack with a melee weapon from range. That is a drawback.</p><p></p><p>If I could choose a ranged weapon and do everything I can do with a melee weapon without any drawbacks and then still be able to attack from range, that seems a little unbalanced to me. If those were my two options, I would choose the ranged weapon every time.</p><p></p><p>Combat need not be more static because of OAs. What I get out of them isn't static combat; instead, what I get out of them is combat which takes a little more thought -something I feel is good. Granted, in 4th Edition I usually just chose to provoke an attack anyway because the monsters struggled to hurt me, but that's a different discussion.</p><p></p><p>You also seem to be forgetting that a lot of D&D adventures take place in dungeons (not all, but a lot.) A defining feature of many dungeons is close quarters combat. In those situations, whether you are making a ranged attack or a melee attack is indeed important because getting away from the enemy is not as easy. Again though, if there were no drawback to just point blank using a ranged weapon, ranged weapons gain a benefit while melee weapons still retain their downfalls. With one of the design goals being to have flatter math (which I take as meaning less disparity between options; by proxy also giving me the impression of giving all options their own place to shine without stepping on the toes of other options too much), it seems a bit counter intuitive to give one style of combat such an obvious advantage over another.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5879338, member: 58416"] I don't find OAs time consuming either. How much time is "hey, I make an attack"? As for your suggested fix, I would honestly prefer something like that, but I do not feel most people would. I also play GURPS, and the added granularity of needing to draw the arrow and 'load' the bow is part of ranged attacks. Each weapon has ups and downs; that's really all I'm asking for here. IMO, D&D already has too many no-brainer choices; if ranged attacks have advantages without drawbacks, that simply just adds another one. I agree that OAs are not elegant. However, unless other changes were made such as adding a little more granularity to differentiate weapons and having active defenses rather than static defenses, I prefer having them in the game to not having them in the game. I'm not pretending. Here's the thing: I cannot attack with a melee weapon from range. That is a drawback. If I could choose a ranged weapon and do everything I can do with a melee weapon without any drawbacks and then still be able to attack from range, that seems a little unbalanced to me. If those were my two options, I would choose the ranged weapon every time. Combat need not be more static because of OAs. What I get out of them isn't static combat; instead, what I get out of them is combat which takes a little more thought -something I feel is good. Granted, in 4th Edition I usually just chose to provoke an attack anyway because the monsters struggled to hurt me, but that's a different discussion. You also seem to be forgetting that a lot of D&D adventures take place in dungeons (not all, but a lot.) A defining feature of many dungeons is close quarters combat. In those situations, whether you are making a ranged attack or a melee attack is indeed important because getting away from the enemy is not as easy. Again though, if there were no drawback to just point blank using a ranged weapon, ranged weapons gain a benefit while melee weapons still retain their downfalls. With one of the design goals being to have flatter math (which I take as meaning less disparity between options; by proxy also giving me the impression of giving all options their own place to shine without stepping on the toes of other options too much), it seems a bit counter intuitive to give one style of combat such an obvious advantage over another. [/QUOTE]
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