As I've asserted so many times now, the absence of AoO's would not remove the sole disincentive to perform special attacks. Regular strikes for damage would still be standard fare, simply because it's more efficient and reliable. A character trying to disarm, trip, or sunder and failing to get anything out of it will find it very discouraging, especially if he winds up disarmed or tripped for his efforts.pawsplay said:Sometimes it's worth the risk. I don't see how that's mysterious or illogical. If it were always worth the risk, someone would always do it. And a battle full of trips, disarms, grapples, anything but regular strikes defies logic to me... While I don't expect game combat to be completely realistic, I don't want it to devolve into a slapstick routine, either.
I really don't have to imagine. Taking out arcanists first at all costs is a time-honored strategem. AoO's don't change that. Instead, there's an emphasis on volleys of arrows, ranged damage spells, tumbling, and just sucking up the AoO. To paraphrase your own words, if it's always worth the risk, players will do it.Without AoOs, virtually every fight would begin with a bum rush on the low AC, high damage guy on the other team. Trips would virtually fail to exist, since it would be so hard to stop someone from running past you anyway.... unless you had a ready action, trying to trip the guy before he sticks the mage would simply not work. Go ahead and picture large opponents walking right past the front line and grappling the wizard, time and time again.
I don't know that you can successfully support any of those assertions, but by all means give it a shot.AoOs encourage tactics. Tactical choices allows for creativity. Eliminating AoOs would make combat not only static and repetitive, but deadlier and less fun.
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