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Would it be okay to trash AoO?
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<blockquote data-quote="cthuluftaghn" data-source="post: 265785" data-attributes="member: 4799"><p>While I agree 100% with the above statement... and I am a HUGE advocate of tayloring house rules to further the enjoyment of the game... I have to add a word of caution.</p><p></p><p>Be consistent! In the above examples by Thorvald, he just created 3 new rules that... if they are used once... they need to be used every time in the same instance (I use the word "need" loosely, as the DM always has the prerogative to change the rules to suit the situation).</p><p></p><p>What the AoO does, in this case, is provide a single ruling for multiple situations. As Thorvald mentioned, you could come up with your own ruling as each new scenario evolves... but you could be setting yourself up for trouble by doing so.</p><p></p><p>For example:</p><p></p><p>Fine! That's fair and practical. Just remember that the next time your PC is the spear wielder! Whatever rule you use against your players... they'll cry "foul!" if they're not able to use the same rule to their advantage.</p><p></p><p>I guess I'm biased because I've got a good grasp on the AoO concept... but I think part of its purpose is to simplify things... not to make them more difficult. NO rule in ANY sourcebook should kill the smooth flow of game-play. But, if you start to stray too far from the rules, you just might not be playing D&D anymore. I still think your best bet is to get a solid understanding of a rule before you decide to change it. Two things might happen:</p><p></p><p>1. You'll find out it's a good rule and you won't want to change it at all.</p><p>2. You'll understand it well enough to come up with a fair substitute... which is better than just eliminating an important rule concept.</p></blockquote><p></p>
[QUOTE="cthuluftaghn, post: 265785, member: 4799"] While I agree 100% with the above statement... and I am a HUGE advocate of tayloring house rules to further the enjoyment of the game... I have to add a word of caution. Be consistent! In the above examples by Thorvald, he just created 3 new rules that... if they are used once... they need to be used every time in the same instance (I use the word "need" loosely, as the DM always has the prerogative to change the rules to suit the situation). What the AoO does, in this case, is provide a single ruling for multiple situations. As Thorvald mentioned, you could come up with your own ruling as each new scenario evolves... but you could be setting yourself up for trouble by doing so. For example: Fine! That's fair and practical. Just remember that the next time your PC is the spear wielder! Whatever rule you use against your players... they'll cry "foul!" if they're not able to use the same rule to their advantage. I guess I'm biased because I've got a good grasp on the AoO concept... but I think part of its purpose is to simplify things... not to make them more difficult. NO rule in ANY sourcebook should kill the smooth flow of game-play. But, if you start to stray too far from the rules, you just might not be playing D&D anymore. I still think your best bet is to get a solid understanding of a rule before you decide to change it. Two things might happen: 1. You'll find out it's a good rule and you won't want to change it at all. 2. You'll understand it well enough to come up with a fair substitute... which is better than just eliminating an important rule concept. [/QUOTE]
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Would it be okay to trash AoO?
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