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Why doesn't the 5' step provoke AoO?
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<blockquote data-quote="General Barron" data-source="post: 2756111" data-attributes="member: 32468"><p>That's exactly what I'm thinking. Well, obviously not literally moving their feet at the same time, but the combat system is supposed to represent everything happening at once. It is NOT supposed to represent one person doing something, while everyone else stands still, then another person doing something.</p><p></p><p>This can be simulated in real time in a video game, but for DnD we have to settle for turn-based combat. AoO is one way to make things less turn-based, and more 'simultaneous'. The aforementioned potion scenario is a breakdown of the AoO mechanic, IMO, making the game more 'turn based'. There is no way you can convince me that drinking a potion does not require you to lower your defenses. Nor can you convince me that you can step away from me in a sword fight without me following you (assuming I want to).</p><p></p><p></p><p>I don't know about other DMs, but I cater my encounters to my player's abilities. I don't throw dragons at 1st level characters. If this rule 'weakens' the players, then all I have to do is throw less monsters at them. If they only have 4 characters, then maybe I'll just throw 1 big warg at them, instead of 3 smaller ones. That way the 2 melee fighters can lock the 1 warg in combat up front, while the 2 ranged guys stay safe in the back. I'm not in this to kill PCs.</p><p></p><p> </p><p></p><p>Interesting point, although it only encourages me to change things <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Again, this just makes the players change their tactics, depending on the situation. Fighting a giant? Might be a better idea to stay back and take it down with arrows, instead of trying to beat it thru sheer muscle mass. Also might be a good idea to use terrain to your advantage, like hiding in the places big people can't go. That's what I'd do IRL, assuming IRL I was actually a bad ass warrior who could slay giants.</p><p></p><p>Forcing the players to adapt to different combat situations ensures things stay fresh and interesting. Where's the fun if the players just use the exact same tactic over and over?</p></blockquote><p></p>
[QUOTE="General Barron, post: 2756111, member: 32468"] That's exactly what I'm thinking. Well, obviously not literally moving their feet at the same time, but the combat system is supposed to represent everything happening at once. It is NOT supposed to represent one person doing something, while everyone else stands still, then another person doing something. This can be simulated in real time in a video game, but for DnD we have to settle for turn-based combat. AoO is one way to make things less turn-based, and more 'simultaneous'. The aforementioned potion scenario is a breakdown of the AoO mechanic, IMO, making the game more 'turn based'. There is no way you can convince me that drinking a potion does not require you to lower your defenses. Nor can you convince me that you can step away from me in a sword fight without me following you (assuming I want to). I don't know about other DMs, but I cater my encounters to my player's abilities. I don't throw dragons at 1st level characters. If this rule 'weakens' the players, then all I have to do is throw less monsters at them. If they only have 4 characters, then maybe I'll just throw 1 big warg at them, instead of 3 smaller ones. That way the 2 melee fighters can lock the 1 warg in combat up front, while the 2 ranged guys stay safe in the back. I'm not in this to kill PCs. Interesting point, although it only encourages me to change things :). Again, this just makes the players change their tactics, depending on the situation. Fighting a giant? Might be a better idea to stay back and take it down with arrows, instead of trying to beat it thru sheer muscle mass. Also might be a good idea to use terrain to your advantage, like hiding in the places big people can't go. That's what I'd do IRL, assuming IRL I was actually a bad ass warrior who could slay giants. Forcing the players to adapt to different combat situations ensures things stay fresh and interesting. Where's the fun if the players just use the exact same tactic over and over? [/QUOTE]
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Why doesn't the 5' step provoke AoO?
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