MojoGM said:
I'm wondering about limiting the conditions which provoke AOO's in order to try and speed up the game.
?
The only delay I see in having AoO in the game is when the DM has to roll a bunch of attacks when the Rogue fails his tumble through a pack of minions..
I see the benefit of AoOs in providing some restrictions in the mobility on the combat field, which in turn means a more tactical approach to combat. {instead of 'I move here and hack the Orc'}
So, why do AoO slow down your game?
> because no-one knows when they happen and when the DM announces that an NPC gets one, the Player spends time rethinking their plan in order to avoid it
- Option, use the rules mentioned by Scribble above. Makes it very easy to remember
- Option, force players to go with the course of action chosen and move on.
> because of the number of rolls involved and figureing out what attack option gets taken
- Option, turn AoO into a 'special attack' line where if the character beats the targets AC, a set damage roll is used. You can roll all the dice at the same time.
- Option, flip the roll, have the player roll a BAB + Int mod vs DC or take damage as if hit by the opponents melee weapon. The DC is based on the standard chart of difficulty, against minions it would be DC 10, etc.. {The mobility feat adds +4 to this roll, Tumbling movement can use skill checks to replace this roll}
> because an AoO brings up to many rules questions on how the attack affects the action that drew it
- Option, any AoO that deals damage ends the action that drew it.
- Option, any AoO makes the next square count as difficult terrain {+ cost to move into and cannot charge through}
But enough rambling.. why do you think AoO take up time?