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Some newbie DM combat and miniatures questions...
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<blockquote data-quote="nethervoid" data-source="post: 2592427" data-attributes="member: 35562"><p>A lot of these posts are really good, explaining why AoOs make combat sense, specifically to control real estate in combat. The one thing that still doesn't make sense, and probably will never (some things just can't be perfected), is how a person fighting someone else directly in front of them, swinging and parrying blows, can take a free shot at the guy simply moving past him. That really doesn't make sense. The guy moving past seems to have more of an option to get a pot shot in than the guy in pitched combat, deflecting blows from an enemy. If he stops to take a pot shot, wouldn't the guy he was originally fighting be able to get a really juicy attack while the guy is trying to hit the character passing by? If the guy passing by is at a 90 degree right angle to the original combat, the AoO guy is going to have to turn his head perpendicular away from the original combat, opening himself up bigtime to a free, unblocked attack.</p><p></p><p>Still, I like how you guys have explained AoOs and miniatures. Thanks! I wish the books would explain them more like this. (maybe they do - haven't gotten all the way through them yet) It makes a lot more sense to have AoOs. I'll play for a few sessions at least before I mess with them.</p><p></p><p>In retrospect, I think I really don't care as much about the complexity except for the fact that the more complicated the combat rules, the more strictly it seems they should adhere to real-life combat and physics, etc. When what is exactly happening is more open to speculation, it's easier to let it slide; while on the other hand, when things are specifically tied to exact bonuses, distances, and angles, the rule is easier to hold up to physics and gravity, etc, like "wait a minute - is that even possible?"</p></blockquote><p></p>
[QUOTE="nethervoid, post: 2592427, member: 35562"] A lot of these posts are really good, explaining why AoOs make combat sense, specifically to control real estate in combat. The one thing that still doesn't make sense, and probably will never (some things just can't be perfected), is how a person fighting someone else directly in front of them, swinging and parrying blows, can take a free shot at the guy simply moving past him. That really doesn't make sense. The guy moving past seems to have more of an option to get a pot shot in than the guy in pitched combat, deflecting blows from an enemy. If he stops to take a pot shot, wouldn't the guy he was originally fighting be able to get a really juicy attack while the guy is trying to hit the character passing by? If the guy passing by is at a 90 degree right angle to the original combat, the AoO guy is going to have to turn his head perpendicular away from the original combat, opening himself up bigtime to a free, unblocked attack. Still, I like how you guys have explained AoOs and miniatures. Thanks! I wish the books would explain them more like this. (maybe they do - haven't gotten all the way through them yet) It makes a lot more sense to have AoOs. I'll play for a few sessions at least before I mess with them. In retrospect, I think I really don't care as much about the complexity except for the fact that the more complicated the combat rules, the more strictly it seems they should adhere to real-life combat and physics, etc. When what is exactly happening is more open to speculation, it's easier to let it slide; while on the other hand, when things are specifically tied to exact bonuses, distances, and angles, the rule is easier to hold up to physics and gravity, etc, like "wait a minute - is that even possible?" [/QUOTE]
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