Waargh!
2010-06-10, 04:07 PM
Here are some suggestions on making classes function more on their role. You can add more on this thread
Attack of Opportunity
When succeeding (deal damage) with an AoO the action that provoked the AoO needs a check to be executed, similar to the concentration check for spells. For skill checks disrupted, use that skill check to try to avoid losing teh action. If it involves an attack roll (ranged attack) then use an attack roll with the same bonuses to determine success.
The DC is equal to the damage dealt from the AoO.
Creatures get an AoO per combatant. With Combat Reflexes they gain +DEX AoO per combatant.
Note: actions that don't require a check, like moving away, are executed normally.
Removing anti-AoO options: Casting defensively and feat/class abilities that enable you to avoid an AoO will not be available. Tumble will not be available either to avoid AoO. If the are a class future, they will have to be replaced with a bonus feat. Feats/class abilities that let you take 10, perform an action without a check are still usable. If a normal action, like casting a quickened spell, is specified that it doesn't provoke an AoO, it doesn't provoke an AoO.
Result: Melee characters will have more control over ranged characters or spell casters. The later will have to move away and then attack, giving the melee character an advantage. So ranged characters will have to be careful on where they are positioned. Anti-AoO options should not be available if you choose this path. If you like the rules behind AoO, why break the rules?
Following up / Moving away
You can ready your move action. You can choose to trigger you move action after a move action of a target or as when a target moves at a specific distance or square. If the creature uses teleportation, takes a 5-foot step or tumbles, your move action is not triggered. You can choose to trigger it after this move.
Result: you can choose to follow up a character so you eliminate the "freeze" effect (some characters moving, while the others standing). This can be used for melee characters to lock targets, or for ranged characters to be able to move away when enemy approaches (skirmish).
Attack of Opportunity
When succeeding (deal damage) with an AoO the action that provoked the AoO needs a check to be executed, similar to the concentration check for spells. For skill checks disrupted, use that skill check to try to avoid losing teh action. If it involves an attack roll (ranged attack) then use an attack roll with the same bonuses to determine success.
The DC is equal to the damage dealt from the AoO.
Creatures get an AoO per combatant. With Combat Reflexes they gain +DEX AoO per combatant.
Note: actions that don't require a check, like moving away, are executed normally.
Removing anti-AoO options: Casting defensively and feat/class abilities that enable you to avoid an AoO will not be available. Tumble will not be available either to avoid AoO. If the are a class future, they will have to be replaced with a bonus feat. Feats/class abilities that let you take 10, perform an action without a check are still usable. If a normal action, like casting a quickened spell, is specified that it doesn't provoke an AoO, it doesn't provoke an AoO.
Result: Melee characters will have more control over ranged characters or spell casters. The later will have to move away and then attack, giving the melee character an advantage. So ranged characters will have to be careful on where they are positioned. Anti-AoO options should not be available if you choose this path. If you like the rules behind AoO, why break the rules?
Following up / Moving away
You can ready your move action. You can choose to trigger you move action after a move action of a target or as when a target moves at a specific distance or square. If the creature uses teleportation, takes a 5-foot step or tumbles, your move action is not triggered. You can choose to trigger it after this move.
Result: you can choose to follow up a character so you eliminate the "freeze" effect (some characters moving, while the others standing). This can be used for melee characters to lock targets, or for ranged characters to be able to move away when enemy approaches (skirmish).