Psion said:
Isn't this really objecting to all feat-like advantages? All character abilities that are not well parsed into skills?
Because really the rule is not "You get only one AoO, except if you have Feat xx, or Feat yy, or PrC zz." The rule is as a baseline, you can only make on AoO per round. The feats and prcs are additional capabilities, not part of the baseline rules. And if you object to quantifying capabilities on a character basis, we can only agree to disagree.
That's one way of looking at it, but you have to agree that there are several feats that exist to alter the normal scenario. In fact, some feats have a "normal:" paragraph to indicate how they affect the baseline.
blind-fight - reroll miss chances for concealment, and whatever advantages the concealed attacker had, are negated. Requiring the DM to keep track of the BAB for blind-fighting PCs versus other PCs.
dodge - already mentioned. DM has to keep track of which monster the PC(s) are currently dodging. Can also create confusion: "I rolled a 19, the creature just barely hits you." "No, I'm dodging that one, he needs a 20 to hit me." "I thought you were dodging
this one, no I said I was dodging
that one, I changed this round."
improved *just about anything* alters the ways AoOs work, and change the way the base rule work. So, the DM could try to bull rush a PC, and the PC could stop and go, "oh, but I have improved bull rush". So, unless the DM keeps track of which PCs have which feat, it could get a little hairy.
Another peeve I have about feats is that not all are created equal. No way something like Improved Initiative is worth as much as say, Quickdraw or combat reflexes. I've seen PCs go entire campaigns, and *never* use combat reflexes. Improved Initiative is used multiple times in a typical game.
While I'm at it, some of the feats just make little sense in all situations. I could create a halfling with improved bull rush, and improved overrun. The mind boggles.