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Would it be okay to trash AoO?
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<blockquote data-quote="cthuluftaghn" data-source="post: 265713" data-attributes="member: 4799"><p>I think the AoO is FAR too valuable to even consider dropping. It is a large part of what makes D&D combat a strategy game, as opposed to a simple dice rolling session.</p><p></p><p>The AoO forces players, and DM, to consider the implications of their actions. It also adds a touch of reality. For example:</p><p></p><p>"Hmmmm... I'd like to charge the evil wizard in the back, but his four ogre lackeys are lined up to defend him."</p><p></p><p>Now... consider that statement WITH AoO's. If you try to go barreling past the ogre lackeys, they're going to squash you... as they should! It's their job, and it's what they're there for. They are the whole reason that physically weak magic-users are able to "keep a good distance and use big guns."</p><p></p><p>Now... how about trying again WITHOUT AoO's? Your PC is now able to ignore the biggest challenge in the encounter and rush on through to hit the wizard with zero consequence! What's the point of strategy, in this case?</p><p></p><p>My suggestion to you is this.... as DM, read carefully to learn as much about the AoO as possible. The movement rules for provoking an AoO truly are not that complicated. Use the table on the Dungeon Master Screen for quick reference to determine if an action will provoke an AoO. If you don't have the screen, or can't afford it, make a little chart of your own.</p><p></p><p>In my campaigns, combat is ALL ABOUT the AoO. I'd never drop them... not a chance. If your players don't want to take the time to learn the AoO rules, that doesn't mean that you can't still use them as the DM!! Your players will learn VERY quickly to pay attention the first time they get sliced and diced trying to walk across a room.</p><p></p><p>I'll check back every now and then to see if you have any more questions.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="cthuluftaghn, post: 265713, member: 4799"] I think the AoO is FAR too valuable to even consider dropping. It is a large part of what makes D&D combat a strategy game, as opposed to a simple dice rolling session. The AoO forces players, and DM, to consider the implications of their actions. It also adds a touch of reality. For example: "Hmmmm... I'd like to charge the evil wizard in the back, but his four ogre lackeys are lined up to defend him." Now... consider that statement WITH AoO's. If you try to go barreling past the ogre lackeys, they're going to squash you... as they should! It's their job, and it's what they're there for. They are the whole reason that physically weak magic-users are able to "keep a good distance and use big guns." Now... how about trying again WITHOUT AoO's? Your PC is now able to ignore the biggest challenge in the encounter and rush on through to hit the wizard with zero consequence! What's the point of strategy, in this case? My suggestion to you is this.... as DM, read carefully to learn as much about the AoO as possible. The movement rules for provoking an AoO truly are not that complicated. Use the table on the Dungeon Master Screen for quick reference to determine if an action will provoke an AoO. If you don't have the screen, or can't afford it, make a little chart of your own. In my campaigns, combat is ALL ABOUT the AoO. I'd never drop them... not a chance. If your players don't want to take the time to learn the AoO rules, that doesn't mean that you can't still use them as the DM!! Your players will learn VERY quickly to pay attention the first time they get sliced and diced trying to walk across a room. I'll check back every now and then to see if you have any more questions. Good luck! [/QUOTE]
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