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<blockquote data-quote="MarauderX" data-source="post: 1181256" data-attributes="member: 9990"><p>FrankTrollman, I remember your skinhead story from another thread. In my martial arts classes I have been clobbered many times after falling and tried to stand up, from using my hands to rolling away if the attacker kept the pressure on they usually could land a hit or at least come close. I like the AoO for standing and feel it is much more realistic. What I don't like is the inability to move while down, such as rolling, flipping or squirming away to get the chance to stand. I also don't like getting pounded so I move a lot whether I am down or not, sometimes getting back up and getting tagged if my opponent is aggressive. A fight between two people only taking up two 5' squares the whole time is kinda goofy too, but we use that as a mechanic for the battles. And we don't subtract effectiveness for wounds either, so how 'realistic' are we really trying to get?</p><p></p><p>Anyway, I built a monk3/fighter2/wizard1 around boosting AC and the gimmicky feat of Great Throw(OA addendum) so he could toss people down and when they stood up provoking the AoO he would throw them again. This past sunday he was 0 for 2 times he tried it, and ended up getting tripped himself both times. It was a bad day for dice rolls, but he was helpless once he got knocked down the second time as he was surrounded by three fighters that began pounding him with a couple attacks each. If he stood he would have provoked 3 instant AoOs. If he was standing, he could have taken a 5' step and been unflanked. DM ruled there was no way he could move without giving up the AoOs, so he stayed where he was and just hoped the rest of the party would be coming to help soon. I wanted to argue the point, to say how kinda unfair it was, but we didn't have the time. He got knocked out, survived the fight, but the whole idea of not being able to possibly move without provoking the AoOs seemed so very wrong after the evil mage was using total withdraw to escape from the party rogue for 3 straight rounds without having an AoO on him. I suppose it's going straight by the rules, but it sure seemed like some were bending a little too much for me.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1181256, member: 9990"] FrankTrollman, I remember your skinhead story from another thread. In my martial arts classes I have been clobbered many times after falling and tried to stand up, from using my hands to rolling away if the attacker kept the pressure on they usually could land a hit or at least come close. I like the AoO for standing and feel it is much more realistic. What I don't like is the inability to move while down, such as rolling, flipping or squirming away to get the chance to stand. I also don't like getting pounded so I move a lot whether I am down or not, sometimes getting back up and getting tagged if my opponent is aggressive. A fight between two people only taking up two 5' squares the whole time is kinda goofy too, but we use that as a mechanic for the battles. And we don't subtract effectiveness for wounds either, so how 'realistic' are we really trying to get? Anyway, I built a monk3/fighter2/wizard1 around boosting AC and the gimmicky feat of Great Throw(OA addendum) so he could toss people down and when they stood up provoking the AoO he would throw them again. This past sunday he was 0 for 2 times he tried it, and ended up getting tripped himself both times. It was a bad day for dice rolls, but he was helpless once he got knocked down the second time as he was surrounded by three fighters that began pounding him with a couple attacks each. If he stood he would have provoked 3 instant AoOs. If he was standing, he could have taken a 5' step and been unflanked. DM ruled there was no way he could move without giving up the AoOs, so he stayed where he was and just hoped the rest of the party would be coming to help soon. I wanted to argue the point, to say how kinda unfair it was, but we didn't have the time. He got knocked out, survived the fight, but the whole idea of not being able to possibly move without provoking the AoOs seemed so very wrong after the evil mage was using total withdraw to escape from the party rogue for 3 straight rounds without having an AoO on him. I suppose it's going straight by the rules, but it sure seemed like some were bending a little too much for me. [/QUOTE]
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