RANT: Attacks of Opportunity

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Plane Sailing
Of course, nobody has yet mentioned some of the wonky things about AoO <edit>
AoO are an imperfect solution to a particular problem. They are one solution amongst many imperfect solutions. <edit>

It would be well for some of the pro-AoO crowd here to recognise the truth of this.

I have no problem with admitting any of that. No rules system is perfect- I just happen to like AoOs in D&D 3.X.

For every rule created, there will naturally arise unintended consequences, usually because of the interaction of rules that were not contemplated in the creation of the first rule. Some of those unintended results are going to be insignificant. Others will result in things wildly at odds with the internal logic of the game, or the reality the rule was meant to model.
 

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I don't care for them at all and I can't remember the last time my group used them. We just prefer for our combat to be faster paced and more cinematic. It's been my experience that AoO encourage players to play their characters like weiners instead of adventurers. Sounds like plenty of people here enjoy them, it seems for their 'realism', but me and mine just don't want our heroic fantasy games to be that realistic.
 

Justin Bacon said:
"AoOs are so difficult. It's like taking a calculus class!"
"It's impossible to resolve AoOs without using miniatures."
"AoOs are confusing."

What is wrong with you people?

1. Can someone hit me?
2. Did I just do something that provokes an AoO?

1. Can someone hit me right now?
2. Am I still going to move at least 5 feet this turn?
3. Will I have moved more than 5 feet this turn?

What, exactly, do you find difficult, confusing, or impossible about these simple questions?


I'm sorry, but #2 is not one item on a list.
 

From a personal perspective...........

Don't see the problem. My recently defunct group played from spring 2002 until summer of this year and we never had any issues with figuring out AoO's
 

J. R. Scherer said:
I don't care for them at all and I can't remember the last time my group used them. We just prefer for our combat to be faster paced and more cinematic. It's been my experience that AoO encourage players to play their characters like weiners instead of adventurers. Sounds like plenty of people here enjoy them, it seems for their 'realism', but me and mine just don't want our heroic fantasy games to be that realistic.


I tend to agree. I'm not in favor of them in general. I don't need that level of realism.
btw JR, GREAT sig pic!!

Love Fin Fang Foom :D
 

eyebeams said:
I'm sorry, but #2 is not one item on a list.
Yeah it is.
It is really easy to judge.

Of course this is one of those no win situations where if you assume the DM is smart enough to make a judgement you'll get a group of people complaining that it takes to much work and if you try to provide an exhautive list you get the same people complaining that there are to many rules.

In "rules lite" games, DMs (claim to) make these calls constantly based on their judgement and DMing skill. And they claim it is what makes the "lite" game so much better. And yet they turn around and claim it just can't be done in D&D. :confused: If someone can't handle it in D&D then it makes me wonder what is REALLY going on in their "lite" games.

Same type arguement goes for monster and npc advancement. Nearly all rules "lite" games supposedly make this easier by first making 95% of monster be cookie cutter and then making advancement a trivial matter of adding in a few extra mod for bosses. Well, I can do that in D&D just as well. Need 20 orcs? There they are right in the MM. What a tougher nameless boss? Add 20 HP +2 AC +3 to hit and +4 damage, maybe +1 to saves. There done. Not a bit more difficult than any other system out there. BUT, in 3X I also have the option to make the boos be a fleshed out CHARACTER if I WANT to. It is best of both worlds.
 

J. R. Scherer said:
I don't care for them at all and I can't remember the last time my group used them. We just prefer for our combat to be faster paced and more cinematic. It's been my experience that AoO encourage players to play their characters like weiners instead of adventurers. Sounds like plenty of people here enjoy them, it seems for their 'realism', but me and mine just don't want our heroic fantasy games to be that realistic.
I'd wager your game is not one drop more cinematic than mine.
I'd also argue that letting players get away with stuff for free is LESS heroic.
 

BryonD said:
I'd wager your game is not one drop more cinematic than mine.
I'd also argue that letting players get away with stuff for free is LESS heroic.
I like AoO, but they have their problems. When you've got a creature with reach, suddenly no one wants to move less they incur an AoO. You've got an archer standing next to a fighter, he contantly makes a 5' step.

I find AoO often freeze combat up, or lead to strange rules-related results. Yet they don't provide protection for people standing behind a line of fighters. I think the rules could use a makeover.
 

Yair said:
I like AoO, but they have their problems. When you've got a creature with reach, suddenly no one wants to move less they incur an AoO.

That's my BIG issue with AoO's.
 

J. R. Scherer said:
I don't care for them at all and I can't remember the last time my group used them. We just prefer for our combat to be faster paced and more cinematic. It's been my experience that AoO encourage players to play their characters like weiners instead of adventurers. Sounds like plenty of people here enjoy them, it seems for their 'realism', but me and mine just don't want our heroic fantasy games to be that realistic.

So do you use any kind of mechanic for areas of control or can people just run past other people without anything to hinder them?
 

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