Swarmkeeper
Hero
Seriously, why are players so afraid of Opportunity Attacks?I move my monsters, damn the OEs. That gets players moving too.
Seriously, why are players so afraid of Opportunity Attacks?I move my monsters, damn the OEs. That gets players moving too.
I wonder too. Some are not. Also it’s a cascade. If you have that one player that is willing to move and take OPs it frees up the other reluctant players.Seriously, why are players so afraid of Opportunity Attacks?
You are giving monsters bonus damage for actions you probably don't need to take, why wouldn't you want to avoid them?Seriously, why are players so afraid of Opportunity Attacks?
Of course you want to avoid them, but sometimes it’s worth risking one. Spending your action to prevent a monster from attacking you is generally not as good as spending your action to attack a monster, especially if you have Extra Attack.You are giving monsters bonus damage for actions you probably don't need to take, why wouldn't you want to avoid them?
Movement is much more tactical - as in there are lot of tactical reasons to move, such as getting into flanking position or making an enemy waste an action to come attack you. Fewer opportunity attacks (and no full-round actions) make these sound ideas and the penalties for attacking more than once mean moving isn't as big a cost.well, not quite - things are still fairly stop and start due to opportunity attacks if you don't have a way to disengage as a bonus action (or just not an action). a lot more fluid and intuitive then other systems though.
i'm currently in a pf2 campaign though we haven't gotten far enough to have combat - i'm wondering how opportunity attacks being limited to certain classes will end up changing combat.
Except (at least in 5e) that's not what happens - unless they need to dash to catch u to you they'll just move up an attack. Kiting would just be giving them a free attack every round.Of course you want to avoid them, but sometimes it’s worth risking one. Spending your action to prevent a monster from attacking you is generally not as good as spending your action to attack a monster, especially if you have Extra Attack.
Phase changes should be a staple for any solo encounter.Yeah WOTC has long had a bad history of giving high level casters huge power, but then trying to make monsters that just negate it...because otherwise you have boring fights.
Probably the best monster design I have seen against that is your classic Final Fantasy "multiple forms" boss monster. Sure player A casts X spell, totally owns the boss.....and then he comes back in form 2, everything reset and laughs "so what do you have now?" That I think goes well with 5e's very limited high level slots. It lets a caster go full fury, yet keeps the BBEG as a credible threat. It also ensures alpha strikes never end a fight prematurely.
Also the 5e limit of only one opportunity attack per reaction, is a game changer.