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*Pathfinder & Starfinder
OAs/AoO - they gotta go
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<blockquote data-quote="Mouseferatu" data-source="post: 5879720" data-attributes="member: 1288"><p>Just throwing this out there. Haven't spent more than 20 seconds thinking it through, so feel free to shoot major holes in it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Movement:</strong> You can move up to your speed. If you pass through the threatened area of a melee combatant, your movement ends immediately. This requires a move action.</p><p></p><p><strong>Cautious Movement:</strong> You can move up to your speed. Your movement does <em>not</em> automatically end if you pass through a melee combatant's threatened area. This requires a <em>standard</em> action.</p><p></p><p>So, there's still a cost/benefit analysis to be considered. There's no flat out "You can't do this." You can still move around the fighter if you want, but it may be less effective/harder than simply confronting him first. But there's no extra rolls or extra actions to be made. It's a little less granular/simulationist than OAs, but also more mechanical/less fiat than "You just can't."</p><p></p><p>And yes, it means if you don't <em>know</em> there's an enemy in the way, you probably won't select to take a cautious move, and it'll be too late when you discover he's there--but that makes sense to me.</p><p></p><p>One could do something similar with ranged attacks and spells, in terms of bumping the attack/casting time. Precisely how would depend on whether there are "full-round" actions or not, but it could be done one way or another.</p><p></p><p><strong>Edit to add:</strong> There could, of course, be additional rules/abilities where fighters and other defenders are involved. This would just be the basic foundation and the general rule used most of the time.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 5879720, member: 1288"] Just throwing this out there. Haven't spent more than 20 seconds thinking it through, so feel free to shoot major holes in it. ;) [B]Movement:[/B] You can move up to your speed. If you pass through the threatened area of a melee combatant, your movement ends immediately. This requires a move action. [B]Cautious Movement:[/B] You can move up to your speed. Your movement does [I]not[/I] automatically end if you pass through a melee combatant's threatened area. This requires a [I]standard[/I] action. So, there's still a cost/benefit analysis to be considered. There's no flat out "You can't do this." You can still move around the fighter if you want, but it may be less effective/harder than simply confronting him first. But there's no extra rolls or extra actions to be made. It's a little less granular/simulationist than OAs, but also more mechanical/less fiat than "You just can't." And yes, it means if you don't [I]know[/I] there's an enemy in the way, you probably won't select to take a cautious move, and it'll be too late when you discover he's there--but that makes sense to me. One could do something similar with ranged attacks and spells, in terms of bumping the attack/casting time. Precisely how would depend on whether there are "full-round" actions or not, but it could be done one way or another. [B]Edit to add:[/B] There could, of course, be additional rules/abilities where fighters and other defenders are involved. This would just be the basic foundation and the general rule used most of the time. [/QUOTE]
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