Refreshing Attacks of Opportunity

werk said:
Pretty much everything resets at the beginning of your turn, that's why it's "your turn". Can anyone think of anything that would "reset" at the end of their turn?

Immediate and swift actions, which is actually what prompted this question in the first place.
 

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DanMcS said:
Immediate and swift actions, which is actually what prompted this question in the first place.

And when do those reset?

You can perform one swift action per turn without affecting your ability to perform other actions.

However, you can perform only a single swift action per turn, regardless of what other actions you take.

You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).
 

I reset AofO at the begining of the round. The reason is it is one of the few things you can do before your action even in a surprise round (provided you have Combat reflexes). It also prevents any weirdness when people hold for a round or ready actions. Its always the same.

Later
 

Shallown said:
I reset AofO at the begining of the round. The reason is it is one of the few things you can do before your action even in a surprise round (provided you have Combat reflexes). It also prevents any weirdness when people hold for a round or ready actions. Its always the same.
I don't see any weirdness at all when delaying or readying. Instead, I see a lot of weirdness in resetting at the beginning of the combat round instead of each person's turn. For example, it doubles the potential number of AoO in the surprise round+1st round.

It also makes people want to play games around the round "marker". Sure, a similar things occurs when resetting on your turn, but at least a character taking its turn is more of a concrete thing that the start of round. :)
 

werk said:
And when do those reset?
You've answered your own question, actually.

If you use an immediate action, you cannot use a swift action on your turn. That means your ability to use immediate and swift actions resets at the end of your turn rather than at the beginning. After your turn is over, you can use another immediate action, or a swift action if you wait till your next turn.
 

Quote:
Originally Posted by Shallown
I reset AofO at the begining of the round. The reason is it is one of the few things you can do before your action even in a surprise round (provided you have Combat reflexes). It also prevents any weirdness when people hold for a round or ready actions. Its always the same.

I2000
I don't see any weirdness at all when delaying or readying. Instead, I see a lot of weirdness in resetting at the beginning of the combat round instead of each person's turn. For example, it doubles the potential number of AoO in the surprise round+1st round.

It also makes people want to play games around the round "marker". Sure, a similar things occurs when resetting on your turn, but at least a character taking its turn is more of a concrete thing that the start of round.


Weirdness occurs when a person delays for an entire round. If they do so then reseting on their turn doesn't occur since they did not have a turn Techincally. Delaying is a non-action.
When you ready it would affect when you reset is it on the ready action or when you chose to ready. Does your reset of AofO then reset from when your ready action is triggered. If people play games around the "Marker" for the begining of the round is a problem with the players not the rules. Min/Maxers and other problems people see as rules issues are actaully player issues to me. I don't see how a character who can change when they go and ready is more concrete than something that never changes the begining of the round. I am not sure how it doubles the number of AofO on a surprise round. The surprise round is its own mini round to me.

Later
 

FireLance said:
That means your ability to use immediate and swift actions resets at the end of your turn rather than at the beginning.

I agree if the end of your turn is the beginning of your turn ;)
 

Delay: I agree. If you delay, your AoO's do not reset until you decide to act.

Ready: You clearly need to act (thus take a turn) when you ready so your AoO refreshes immediately. This, of course, lengthens the time until your next reset (perhaps, but you need to take the readied action later) as your initiative will be "later" (it could be earlier in a round, but you are then not acting this combat round).

If people play games around the "Marker" for the begining of the round is a problem with the players not the rules. Min/Maxers and other problems people see as rules issues are actaully player issues to me.
Waving your hands and ignoring the issue does not make it go away. You can't go to everyone's table in the world and give an ethical lecture on gaming etiquette. :) If a problem could be abused, it's best to discuss it and see if there's a way to eliminate or reduce the problem than to just ignore it and claim that anyone who abuses the problem is a "min/maxer", "powergamer", or some other inappropriate derogatory remark.

I don't see how a character who can change when they go and ready is more concrete than something that never changes the begining of the round.
We were talking about "weirdness." IMO, it's weirder that your AoO would reset or change based on some undefined moment in combat from the character's perspective, i.e. the EOR marker. It's much more concrete if your AoO resets at your turn. Consider the delay example versus the following EOR example. In the delay example, the character intentionally extends how long until his next AoO. This may give him fewer AoO over the course of the combat but in no way can I see any powergaming. For the EOR example, however, a character without Combat Reflexes could easily take two attacks of opportunity in a row before he gets another turn. One definition for round is "a span of time from one round to the same initiative count in the next round." So, essentially this gives a character without combat reflexes two AoO's in the same round. That should be against the rules.

I am not sure how it doubles the number of AofO on a surprise round. The surprise round is its own mini round to me.
Actually, I said surprise round+1st round. Assuming a character has combat reflexes and doesn't act in the surprise round, he can take (assuming enough actions provoke) his normal number of AoO in the surprise round and an equal number before he acts in the 1st round. Thus, he doubles the number of AoO before he even acts. Isn't that weird?

Finally, I leave you with this quote from the SRD: "For almost all purposes, there is no relevance to the end of a round or the beginning of a round."
 

Check me if I'm wrong here but... does it matter? Since you don't generally take AoO on YOUR turn, but rather during OTHER characters turns it shouldn't be relevent. Since you're not going to be taking an AoO until AFTER your turn is over it doesn't matter if your AoO is refreshed at the start of your turn or at the end. Again, check me if I'm wrong, but your own actions on your turn can't FORCE an AoO for you against someone else - only the actions of others allows you to take an AoO, meaning again that it doesn't matter when your AoO is "refreshed".

There may be some odd, tortured situation that I'm not thinking of that makes it possible for you to start using AoO's on your own turn but...
Infiniti2000 said:
In the delay example, the character intentionally extends how long until his next AoO. This may give him fewer AoO over the course of the combat but in no way can I see any powergaming.
Well, you delay until your desired initiative count. Until you begin your turn on that new initiative count you still get your AoO's normally. When your turn begins you can't take any AoO for the reasons noted above. Yes?
For the EOR example, however, a character without Combat Reflexes could easily take two attacks of opportunity in a row before he gets another turn.
I don't see how unless you're actually postulating something patently incorrect like AoO's are refreshed at the EOR marker.

How about, "You may take any or all of your allowed Attacks of Opportunity during any span of time that is NOT your turn, but once your total allotment of AoO's has been reached you may not take further AoO's until AFTER your turn is over?"
 


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