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Question: How do you rationalize opportunity attacks?
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<blockquote data-quote="Janx" data-source="post: 5881158" data-attributes="member: 8835"><p>that's where applying AoO or applying an AC penalty depends on the details.</p><p></p><p>being helpless, that is, tied up, paralized, etc should translate as a easier to hit on the attacker's turn. Because it is on ongoing condition throughout the round (you will be helpless during your turn and the monsters turn, until you sucessfull unhelpless yourself).</p><p></p><p>Being distracted by trying to pull a potion out of your pouch is different. It's an action that only lasts during your turn. It would be a pain to put a 1 round condition marker so everybody knows you're easier to hit until your next turn. Instead, AO is applied, because it's a quick condition, just like the act of digging for the potion.</p><p></p><p></p><p>As a translation of combat activity and results to fiction, here's what I consider:</p><ul> <li data-xf-list-type="ul">each attack roll is a concerted attempt to swing the weapon and hurt the enemy</li> <li data-xf-list-type="ul">Just as a high level PC might get 4 attacks around at reduced levels, rather than assuming the 1st level PC is only swinging once every 6 seconds, assume that he is also making 3 other feints or auto-matically failed attacks (attacks that came nowhere near to being interesting, but occupied the fighter's time)</li> <li data-xf-list-type="ul">a generally vulnerable opponentis easier to hit, puts up less of a defense</li> <li data-xf-list-type="ul">a distracted or multi-tasking opponent leaves an opening that the attacker takes advantage of (AoO)</li> <li data-xf-list-type="ul">desscribe the combat results as a whole picture for the round, rather than specifically within a single PC's turn (which would make it sound like the fighters are literally taking turns trading blows)</li> </ul></blockquote><p></p>
[QUOTE="Janx, post: 5881158, member: 8835"] that's where applying AoO or applying an AC penalty depends on the details. being helpless, that is, tied up, paralized, etc should translate as a easier to hit on the attacker's turn. Because it is on ongoing condition throughout the round (you will be helpless during your turn and the monsters turn, until you sucessfull unhelpless yourself). Being distracted by trying to pull a potion out of your pouch is different. It's an action that only lasts during your turn. It would be a pain to put a 1 round condition marker so everybody knows you're easier to hit until your next turn. Instead, AO is applied, because it's a quick condition, just like the act of digging for the potion. As a translation of combat activity and results to fiction, here's what I consider: [LIST] [*]each attack roll is a concerted attempt to swing the weapon and hurt the enemy [*]Just as a high level PC might get 4 attacks around at reduced levels, rather than assuming the 1st level PC is only swinging once every 6 seconds, assume that he is also making 3 other feints or auto-matically failed attacks (attacks that came nowhere near to being interesting, but occupied the fighter's time) [*]a generally vulnerable opponentis easier to hit, puts up less of a defense [*]a distracted or multi-tasking opponent leaves an opening that the attacker takes advantage of (AoO) [*]desscribe the combat results as a whole picture for the round, rather than specifically within a single PC's turn (which would make it sound like the fighters are literally taking turns trading blows) [/LIST] [/QUOTE]
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Question: How do you rationalize opportunity attacks?
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