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Removing AoO from D&D
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<blockquote data-quote="dcollins" data-source="post: 455672" data-attributes="member: 876"><p>Absolutely. The AD&D 1st Ed. DMG had different rules to handle each of the following:</p><p></p><p>(1) Retreating from melee gave a free attack against your back. (p. 70)</p><p>(2) Unarmed attacks gave a free attack which spoiled the punch if successful. (p. 73)</p><p>(3) Spellcasting in range of a melee fighter had a practically-indecipherable rule for determining if the spell went off before the melee attack (while any melee hit automatically spoiled the spell). (p. 65-67)</p><p></p><p>To a certain extent, AOOs fold all 3 of these into a neater single rule mechanic, plus they deal with the "walk around me in combat problem". As a long-time AD&D player, I personally wish that all of these items were more dangerous to the provoker, as they were in AD&D, but that's a secondary quibble on my part.</p><p></p><p>If you must remove AOOs, an AD&D-style solution would be to assert that: (1) once you're in melee you cannot move tactically in any way until one combatant is dead, (2) unarmed attacks are simply banned against armed foes, and (3) spellcasters are prohibited from casting in range of a melee fighter. No, I'm not joking -- I actually consider doing this myself sometimes as a real streamlining (I do see new players having real difficulty understanding AOOs, and some older RPG's actually used rules like these).</p><p></p><p>Finally, I'll point out that the newer d20 Modern game does provide AOO's to handgun-wielders in a 10 ft. radius.</p></blockquote><p></p>
[QUOTE="dcollins, post: 455672, member: 876"] Absolutely. The AD&D 1st Ed. DMG had different rules to handle each of the following: (1) Retreating from melee gave a free attack against your back. (p. 70) (2) Unarmed attacks gave a free attack which spoiled the punch if successful. (p. 73) (3) Spellcasting in range of a melee fighter had a practically-indecipherable rule for determining if the spell went off before the melee attack (while any melee hit automatically spoiled the spell). (p. 65-67) To a certain extent, AOOs fold all 3 of these into a neater single rule mechanic, plus they deal with the "walk around me in combat problem". As a long-time AD&D player, I personally wish that all of these items were more dangerous to the provoker, as they were in AD&D, but that's a secondary quibble on my part. If you must remove AOOs, an AD&D-style solution would be to assert that: (1) once you're in melee you cannot move tactically in any way until one combatant is dead, (2) unarmed attacks are simply banned against armed foes, and (3) spellcasters are prohibited from casting in range of a melee fighter. No, I'm not joking -- I actually consider doing this myself sometimes as a real streamlining (I do see new players having real difficulty understanding AOOs, and some older RPG's actually used rules like these). Finally, I'll point out that the newer d20 Modern game does provide AOO's to handgun-wielders in a 10 ft. radius. [/QUOTE]
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