I was rewriting my 3.5 house rules, when I realized I had been inconsistent.
I use simultaneous initiative as I find it more realistic, quicker and easier. Essentially, all it means is that everything occurs in a round's "real-time". The only time you roll initiative is to determine the order of actions when actions occur at roughly the same time.
I'm pretty sure I've done the following (the inconsistency):
Case M: A mage is casting a spell. You move to strike at him before he completes. The mage DOES NOT provoke an AoO.
Case O: An orc attempts to flee. You move and intercept him. The orc DOES provoke an AoO.
Rather than just decide what's correct, I thought I'd see if anyone has any ideas/thoughts. I'll fix the wording later, but right now it easier to do it solely on the basis of a PC's move action. I'm thinking of five possibilities:
Option 1: (the Easiest) Neither provokes as they began their action before your move.
In both cases, neither provokes.
The problem with this is that anyone that moves through combat would not provoke against someone who also moved.
Option 2: Treat it as RAW. If their action is provoking by the time you get there, they provoke. They could abandon the provoking action if they want.
In both cases, they provoke.
While this may be the most realistic, I just don't like it from a gaming POV.
Option 3: You do not get an AoO if you move more than half your movement. Otherwise, RAW.
Obviously, in both cases, they provoke if you move up to half your speed.
Option 4: After your move, your adjacent squares are treated as non-threatened for any creatures currently in them. If a creature moves into a normally threatened square it will provoke if the actions does.
In case M, the mage (who does not move) will not provoke.
In case O, the orc does not provoke in his initially adjacent square, but will provoke if he then moves into a square which would normally be threatened (e.g. he attempts to run past you).
Option 5: Combine 3 and 4. After your move (which cannot be over half your movement), your adjacent squares are treated as non-threatened for any creatures currently in them. If a creature moves into a normally threatened square it will provoke if the actions does.
Same as option 4 but based on how far you move.
Any ideas?
I use simultaneous initiative as I find it more realistic, quicker and easier. Essentially, all it means is that everything occurs in a round's "real-time". The only time you roll initiative is to determine the order of actions when actions occur at roughly the same time.
I'm pretty sure I've done the following (the inconsistency):
Case M: A mage is casting a spell. You move to strike at him before he completes. The mage DOES NOT provoke an AoO.
Case O: An orc attempts to flee. You move and intercept him. The orc DOES provoke an AoO.
Rather than just decide what's correct, I thought I'd see if anyone has any ideas/thoughts. I'll fix the wording later, but right now it easier to do it solely on the basis of a PC's move action. I'm thinking of five possibilities:
Option 1: (the Easiest) Neither provokes as they began their action before your move.
In both cases, neither provokes.
The problem with this is that anyone that moves through combat would not provoke against someone who also moved.
Option 2: Treat it as RAW. If their action is provoking by the time you get there, they provoke. They could abandon the provoking action if they want.
In both cases, they provoke.
While this may be the most realistic, I just don't like it from a gaming POV.
Option 3: You do not get an AoO if you move more than half your movement. Otherwise, RAW.
Obviously, in both cases, they provoke if you move up to half your speed.
Option 4: After your move, your adjacent squares are treated as non-threatened for any creatures currently in them. If a creature moves into a normally threatened square it will provoke if the actions does.
In case M, the mage (who does not move) will not provoke.
In case O, the orc does not provoke in his initially adjacent square, but will provoke if he then moves into a square which would normally be threatened (e.g. he attempts to run past you).
Option 5: Combine 3 and 4. After your move (which cannot be over half your movement), your adjacent squares are treated as non-threatened for any creatures currently in them. If a creature moves into a normally threatened square it will provoke if the actions does.
Same as option 4 but based on how far you move.
Any ideas?