RANT: Attacks of Opportunity

Status
Not open for further replies.
delericho said:
Nope. The player just needs to lift his miniature and move it, one step at a time, through the chosen path. At any stage, the DM may interrupt saying "Attack of Opportunity" if someone's going to take one.

That is true - if they don't care if they invoke the things, and are willing to take them willy-nilly. If the player would like to avoid them, he or she has to think about his path ahead of time. And there are plenty of fiddly bits to remember - while many of us don't have a problem remembering it all, the list is not trivial.

Likewise, when the DM is acting, the player just needs to note whether or not he can take an AoO, and decide (quickly) whether to call for one or not.

This is somewhat oversimiplified, given that AoO are a limited resource, and not all DMs give you a blow by blow "you can take an AoO now". There's may still be tactical planning (which potential AoO do I try to take this round?), and thus we return to remembering all the fiddly bits about what does and does not provoke the AoO, and being able to apply it on a short timescale.

As I've said, I introduce new players to the rules gradually. However, I've never had a new player fail to grasp the AoO rules after I've explained it to them once. They're just not that hard.

That's very nice and lucky for you. But please don't expect your experience to extend to the rest of us.
 

log in or register to remove this ad

(Psi)SeveredHead said:
Except the part about some kind of "graphical interface" like a battlemat. Unless you've got the right kind of mind for it, keeping track of where everything is without a graphical interface is difficult. It's worse when the party is large, or there are lots of opponents, or people are throwing around area-of-effect spells, and what have you. No one wants to die because it turns out they were ten feet closer to the epicenter of the PC mage's Fireball spell than they thought they were. On the same note, no one wants to die because they drew an AoO and didn't think they should have.

The DnD AC system sucks, IMO. PCs do not have control over their own AC score. They have little way of avoiding damage. Fighting defensively and Combat Expertise stick nasty penalties on you, Dodge is weak, and no one uses Mobility because they never draw AoOs anyway. Casting defensively is easy; it has to be.

Avoiding AoOs is one of the few ways PCs can avoid taking non-spell damage, so they'll go out of their way to "fight smart" and avoid AoOs. Avoiding AoOs is a lot easier with a battlemat. In fact, I find it amazing that, without unusual circumstances, a PC might actually draw an AoO if there's a battlemat around.

People don't like AoOs because, instead of moving freely, you spend a lot of time plotting courses to avoid AoOs.


So your problem with AoO's is a bunch of problems with other parts of the system and a mentality and way said mentality is played out in your expirience?

As you said, by your logic, a visual interface is needed anyway (I disagree with that point anyway-you can't be exact without the interface, but you can still play by RAW).

The problem with the AC has to be fixed. I agree. But that has little relevance to AoO's.

If my players took so long plotting out movement and it bothered me or other players, I'd tell them to cut it, just the way I'd tell a wizard spending minutes on his turn pouring through his spell list. If my DM told me to cut it, I'd cut it.
 

I don't think AoOs are complex or difficult in and of themselves...however...

I do think they add an extra level of not-quite-needed complexity to the game and do tend to create more of a reliance on some sort of minis.

On the other hand, I have a much worse problem with how Sneak Attacks work....
 

My group and I started with D&D 3.0 from day 1. In fact, we were playtesting stuff for it before it came out July 2000.

I think we had a stumble with AOO's the first session we ever played. By the second session we had no more questions. Been using them ever since and we have never had them slow the game down. So I too don't understand the difficulty.

-DM Jeff
 

delericho said:
Two questions leap to mind:

1) If they're really expert players, why are they taking so long?

Thank you.

2) Why does the DM allow them to take so long with their action? The character doesn't have time to work out his exact move ahead of time, accounting for every possibility, so why does the player get to? (Or, to put it another way, if a player tried that sort of nonsense at my table, he would be told in short order to get a move on.)

Strictly speaking, some of that is necessary. Things that would be immediately obvious to a trained, seasoned adventurer who's good at killing things won't necessarily be to your average gamer.

But, yes, after a certain point, you should be able to see what's going to happen at a glance.

Brad
 

Last session our cleric Enlarged himself (which haven´t come up before in our group as far as I can remember), and I must say that I´m not sure that we fully understand what happens when someone attacks him and that said monster wants to flee.
We had both the dmg and phb on the table and a pretty long discussion followed, which included aao:s, reach, 5 foot steps, and alot of other things.

Asmo
 

Gold Roger said:
So your problem with AoO's is a bunch of problems with other parts of the system and a mentality and way said mentality is played out in your expirience?

Yes, and while my experience isn't the same as everyone else's experience, I'm not the first person to feel this.

As you said, by your logic, a visual interface is needed anyway (I disagree with that point anyway-you can't be exact without the interface, but you can still play by RAW).

Without a visual interface, AoOs become a lot more complicated (IME). Same with AoE spells and cover. Most parts of the game don't need a visual interface, and even for those things, you can still play ... just not as well.

The problem with the AC has to be fixed. I agree. But that has little relevance to AoO's.

It has great relevance to AoOs. If you could boost your AC reasonably, you wouldn't fear so much.

If my players took so long plotting out movement and it bothered me or other players, I'd tell them to cut it, just the way I'd tell a wizard spending minutes on his turn pouring through his spell list. If my DM told me to cut it, I'd cut it.

So if said PC dies and they blame you, what do you do? It's not like they did something stupid to get killed, nor was the cause necessarily good tactics on the part of the DM. It's "whoops, forced into a mistake". And while they take time, they're not sitting for three minutes plotting out their course.
 

Klaus said:
I also have no problem with AoO. The only way I'd simplify them for a faster game would be to take the Call of Cthulhu d20 way: if you would generate an AoO, you simply *can't* take the action.

I personally hate that variant. It takes a mechanic which accurately models battlefield behavior and replaces it with a mechanic equally complex that in no way accurately models battlefield behavior.

You've already got a situation in D&D where a combatant can completely stop movement through an area larger than their own body (5 square feet). Extending that area to 15 square feet turns everyone a commoner armed with a hoe into Jet Li.

greywulf said:
Either lots of people are wrong to feel that way, or the rules are broken or (at best) badly worded. I vote the later. AoO is one of the worst aspects of the game IMHO that add nothing to playability or enjoyment. I fully expect lots of people to disagree with me.

I can probably get behind the idea that the AoO rules are written clumsily. Personally, I find the entire Combat chapter to be badly organized and clumsily written.

That being said, AoOs add an important aspect to the game. In order for any abstract turn-based system not to create whacky artifacts in which, for example, a trained soldier in a 10 foot wide hallway will always allow an untrained farmer to run past them, it needs some ability to handle out-of-turn reactions. AoOs are an extremely streamlined and easy-to-implement way of handling that.

Delta said:
I don't like AOO's. Dealing with new or part-time players, they can't parse the rules. Dealing with some expert power gamers, they take a very long time mapping out moves to avoid all possible AOO's. I prefer rulesets (1E) that force you to stop moving when you contact an enemy - that's much clearer to part-time players.

I guess I'm confused about why the expert power gamers still won't be spending "a very long time mapping out moves to avoid all possible [AoOs/contact with an enemy]" under these rules.

Of course, I'm a little puzzled by these supposed "experts" taking so long to figure this out: If you're playing with miniatures, the only thing you need to do is plot a path that doesn't take you through a threatened area. That's a pretty easy path-finding exercise. If you're not playing with miniatures, you say: "I want to go from here to there." And then the DM says, "You'll provoke an AoO from X if you go directly there."

Delta said:
(1) Player may not know a priori if someone can hit them. (Hidden, invisible, unarmed, armed with reach weapon, natural reach, etc.) Need to track exceptions for cover.
(2) There's a 100-odd list of cases that need to be memorized or tabulated for these "do somethings".

(1) That's why we have Dungeon Masters.

(2) One way in which AoOs could be streamlined is to make a short list of actions which don't provoke AoOs and then assume that anything else you do will provoke an AoO.

But, that being said, this doesn't add meaningful complexity to the question: The description of the action you're attempting includes the rules for whether or not it provokes an AoO. So if you know the rules for the action you're attempting, you know if it provokes an AoO. And if you don't know the rules, then you're looking at them anyway.

Delta said:
(4) This is a forward-looking statement that some players have difficulty with. In other words, you need to mentally map out the entire future move before you can determine if starting the move stops the move and lets someone else act first (AOO).

You can invert the question if you prefer:

1. Can someone hit me right now?
2. Have I already moved at least 5 feet this turn?
3. Am I moving carefully in order to avoid getting hit? (If so, you can't take any other actions this turn except move. If not, then you provoke.)

Delta said:
(5) Then you also need to mentally track if any or all opponents have made AOO's earlier in the turn, against anyone, so as to be eligible to take AOO's. Then you need to know whether any have Combat Reflexes to act as an exception to that.

You mean you have to ask the questions: What are my opponents doing? What can my opponents do to me?

Aren't you asking those questions anyway?

Delta said:
More generally, for part-time game players, the idea of it being "my turn" in a game and having it be invisibly interrupted by someone else getting an action is very unsettling and confusing.

They've never played Monopoly before? (In which people's turns are frequently interrupted by other players when their actions provoke a Rent of Opportunity from another player.)

(Psi)SeveredHead said:
Agree. (that "It's impossible to resolve AoOs without using miniatures.") Except the part about some kind of "graphical interface" like a battlemat. Unless you've got the right kind of mind for it, keeping track of where everything is without a graphical interface is difficult. It's worse when the party is large, or there are lots of opponents, or people are throwing around area-of-effect spells, and what have you. No one wants to die because it turns out they were ten feet closer to the epicenter of the PC mage's Fireball spell than they thought they were. On the same note, no one wants to die because they drew an AoO and didn't think they should have.

That's a strong argument for why you want to use a battlemat. But, using your logic, every roleplaying game needs a battlemat: You literally cannot play them without using a battlemat. I just don't see that as being true.

wayne62682 said:
rather than force the player to sit for 5 minutes and ponder the proper course to move his/her miniature as though he/she were playing Chess.

This simply makes me reiterate my refrain from the first post: What is wrong with you people?

I have never seen anyone do this. If a movement-induced AoO can be avoided, the path for doing so is painfully obvious. If it can't be avoided, staring at the battlemat for 5 minutes isn't going to change anything.
 
Last edited:

Hey,

I like AoO's. Adds another element of strategy into the game.

Most peope should find them to be intuitive. Let your guard down or enter within the reach of an ogre's greatclub, you get smashed.

A newcomer to our group had serious problems understanding the concept of AoO's for about three gaming sessions. But even she got it eventually and plans her actions and movements accordingly now.
 

Not only do I love AoO's, but I wonder now what we did without them.

Rule 1: Don't do anything stupid when adjacent to somebody that wants to kill you.

Rule 2: See Rule #1
 

Status
Not open for further replies.
Remove ads

Top