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So, Attacks of Oppportunity?
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<blockquote data-quote="Keldryn" data-source="post: 5947168" data-attributes="member: 11999"><p>I can make your list even simpler: doing anything that causes you to drop your guard or stop paying attention to your opponent. That's not the primary issue with AoOs, in my experience. </p><p></p><p>Players counting our squares -- and checking to see if they will het attacked -- for three different routes each time they want to move really slows down the game. It also gets very tedious after a short while.</p><p></p><p>AoOs also aren't that meaningful with regards to casting a spell or making a ranged attack unless you're surrounded or your movement is constrained by an obstacle, as safety is only a shift or 5' step away.</p><p></p><p>As with many rules in 3.x and 4e, AoOs are not too complicated to remember or understand; they are, however, yet another rule that is fiddly enough to often take more time and effort to adjudicate than the end result justifies. When you pile enough of these mini-systems on top of each other -- each of which requires a small but non-quite-trivial amount of time and effort to use -- you end up with combats that take an hour or more and players potentially getting bored while they wait 10 minutes until their next turn. </p><p></p><p>4e's simplified diagonal movement was also less about it being too difficult to remember or calculate 1-2-1 and more about helping the game to play faster. Given that the battle grid is an abstraction of the game world, a little more abstraction in movement helped the game play more smoothly.</p><p></p><p>Some players love the level of tactical depth that rules such as AoOs give them. Other players are utterly bored with the resulting combats that play out with such rules, and start to find the game to be more work than fun. It's got nothing to do with the players not understanding the rules. Sometimes even smart people enjoy playing with a streamlined, fast-playing set of rules.</p><p></p><p>And the best way for the game to accommodate both types of players is to have a stripped down core with option tactical modules. Yes, that way makes more work for the tactical-minded players, but honestly, it's those players who will be more likely to put in a bit of extra effort to tweak the game.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5947168, member: 11999"] I can make your list even simpler: doing anything that causes you to drop your guard or stop paying attention to your opponent. That's not the primary issue with AoOs, in my experience. Players counting our squares -- and checking to see if they will het attacked -- for three different routes each time they want to move really slows down the game. It also gets very tedious after a short while. AoOs also aren't that meaningful with regards to casting a spell or making a ranged attack unless you're surrounded or your movement is constrained by an obstacle, as safety is only a shift or 5' step away. As with many rules in 3.x and 4e, AoOs are not too complicated to remember or understand; they are, however, yet another rule that is fiddly enough to often take more time and effort to adjudicate than the end result justifies. When you pile enough of these mini-systems on top of each other -- each of which requires a small but non-quite-trivial amount of time and effort to use -- you end up with combats that take an hour or more and players potentially getting bored while they wait 10 minutes until their next turn. 4e's simplified diagonal movement was also less about it being too difficult to remember or calculate 1-2-1 and more about helping the game to play faster. Given that the battle grid is an abstraction of the game world, a little more abstraction in movement helped the game play more smoothly. Some players love the level of tactical depth that rules such as AoOs give them. Other players are utterly bored with the resulting combats that play out with such rules, and start to find the game to be more work than fun. It's got nothing to do with the players not understanding the rules. Sometimes even smart people enjoy playing with a streamlined, fast-playing set of rules. And the best way for the game to accommodate both types of players is to have a stripped down core with option tactical modules. Yes, that way makes more work for the tactical-minded players, but honestly, it's those players who will be more likely to put in a bit of extra effort to tweak the game. [/QUOTE]
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