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General Tabletop Discussion
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Why doesn't the 5' step provoke AoO?
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<blockquote data-quote="Spatzimaus" data-source="post: 2758439" data-attributes="member: 3051"><p>Add another voice to the "it's a huge change" choir. Even with all the modified suggestions that have shown up in this thread, reducing the ability to take 5' steps to avoid AoOs is a huge alteration. Besides the fact that it now gives fighter-types a big edge over pure casters, it now makes certain builds of fighter much stronger.</p><p></p><p>Take a good high-DEX utility fighter (I'd suggest a Psychic Warrior); give him a reach weapon. Take Stand Still (on an AoO, you can choose to replace your damage with an attack that forces the target to make a Reflex save, DC 10+damage; failure ends the target's movement), which isn't even a Psionic feat any more. (Or, take Improved Trip or something. Doesn't matter.) One of my main 3E characters was this build, so I know an AoO-oriented party member comes in handy.</p><p></p><p>Now, stand between the enemies and the casters. In the old rules, an enemy who entered my area and was immobilized could wait a turn, then safely 5' step into my adjacent "blind spot" to hit me; with these changes, that's not an option, even under Thanee's version (since it's leaving a threatened area), so he can't reach me to hit me. And of course he can't leave my threatened area to reach the casters; every time he tries, I AoO him to immobilize again, and he loses a turn of movement. So unless the enemy has Tumble or a high Reflex save, which tend to go together, or a huge AC (and with no need for Power Attack that's not a problem)... he'll never move again, and my team will rip him apart.</p><p></p><p>So, while you might say that this change favors the fighters, what it REALLY favors are light, fast fighters with abilities that allow them to avoid AoOs, or those with ranged or reach weapons.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2758439, member: 3051"] Add another voice to the "it's a huge change" choir. Even with all the modified suggestions that have shown up in this thread, reducing the ability to take 5' steps to avoid AoOs is a huge alteration. Besides the fact that it now gives fighter-types a big edge over pure casters, it now makes certain builds of fighter much stronger. Take a good high-DEX utility fighter (I'd suggest a Psychic Warrior); give him a reach weapon. Take Stand Still (on an AoO, you can choose to replace your damage with an attack that forces the target to make a Reflex save, DC 10+damage; failure ends the target's movement), which isn't even a Psionic feat any more. (Or, take Improved Trip or something. Doesn't matter.) One of my main 3E characters was this build, so I know an AoO-oriented party member comes in handy. Now, stand between the enemies and the casters. In the old rules, an enemy who entered my area and was immobilized could wait a turn, then safely 5' step into my adjacent "blind spot" to hit me; with these changes, that's not an option, even under Thanee's version (since it's leaving a threatened area), so he can't reach me to hit me. And of course he can't leave my threatened area to reach the casters; every time he tries, I AoO him to immobilize again, and he loses a turn of movement. So unless the enemy has Tumble or a high Reflex save, which tend to go together, or a huge AC (and with no need for Power Attack that's not a problem)... he'll never move again, and my team will rip him apart. So, while you might say that this change favors the fighters, what it REALLY favors are light, fast fighters with abilities that allow them to avoid AoOs, or those with ranged or reach weapons. [/QUOTE]
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Why doesn't the 5' step provoke AoO?
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