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So, Attacks of Oppportunity?
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<blockquote data-quote="bganon" data-source="post: 5944340" data-attributes="member: 60886"><p>At first I really thought core needed some kind of OA rule to make melee stickier. But eventually I came around to the playtest's way of doing it. I think of it like this:</p><p></p><p>OA rules do very little for the DM. If the DM doesn't want the kobolds to rush past the fighter to gank the wizard, then they don't. DMs don't really need to use combat rules to justify how they run monsters, particularly when those rules are really an abstraction anyway.</p><p></p><p>And in practice, OA rules don't affect the players that much either. Low hp classes already have incentive to stay away from melee. Classes that want to duck in and out of melee tend to find ways to do it even when OA rules are present (high AC, spring attack, etc...), usually by exploiting even more rules. Do away with the whole mess and player behavior doesn't really wind up that different in the end. About the only major change I saw was with the Wizard ducking in and out with shocking grasp, and that's more a problem of the Wizard not having a comparably damaging ranged at-will.</p></blockquote><p></p>
[QUOTE="bganon, post: 5944340, member: 60886"] At first I really thought core needed some kind of OA rule to make melee stickier. But eventually I came around to the playtest's way of doing it. I think of it like this: OA rules do very little for the DM. If the DM doesn't want the kobolds to rush past the fighter to gank the wizard, then they don't. DMs don't really need to use combat rules to justify how they run monsters, particularly when those rules are really an abstraction anyway. And in practice, OA rules don't affect the players that much either. Low hp classes already have incentive to stay away from melee. Classes that want to duck in and out of melee tend to find ways to do it even when OA rules are present (high AC, spring attack, etc...), usually by exploiting even more rules. Do away with the whole mess and player behavior doesn't really wind up that different in the end. About the only major change I saw was with the Wizard ducking in and out with shocking grasp, and that's more a problem of the Wizard not having a comparably damaging ranged at-will. [/QUOTE]
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