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Strip 296 - "There are ways around that, too."

25th Feb 2016, 12:06 AM in Cave of No Return
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Strip 296 - "There are ways around that, too."
Average Rating: 3 (1 votes)

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pyrese 25th Feb 2016, 9:09 AM edit delete reply

So, we'll be revisiting AOO's and reach followed by flat-footed, in which phaedrus does not actually get smashed?
Halosty45 25th Feb 2016, 11:09 AM edit delete reply
Hmm, maybe. It *could* have combat reflexes.
Otaku 25th Feb 2016, 11:52 AM edit delete reply
This was an aspect of D&D I never did really manage to wrap my head around. I mean I get the most basic concept, but... yeah, in an abstract kind of way.

As a reminder why this is funny and thus worth sharing, I am the GURPS fanboy. So when I don't get rules crunch and prefer a simpler approach... yeah. @_@
Halosty45 25th Feb 2016, 6:26 PM edit delete reply
Ao's can be summed up fairly simply:
1. Leaving any square threatened by a creature provokes an ao
2. Can't take ao's while flat-footed
3. Can only take 1 ao per round
4. Some forms of movement don't provoke aos (5-foot steps, tumbling, etc)

Combat reflexes negates number 2, and adds + dex modifier ao's per round.

Any time you're going to do a melee attack on something with more reach than you, you'll provoke an ao, since you have to move out of at least 1 square it threatens, or you'll have to put in some kind of effort to move safely.
Otaku 26th Feb 2016, 10:32 AM edit delete reply
Thanks Halosty45, though I wouldn't call that "simple". After all it is on top of the rest of the combat system; if you don't know those terms (or like me are used to them with different meanings), it is confusing.

Compare that to what I am used to; most of what are special "Attacks of Opportunity" are... just opportunities to attack on your turn. No extra attacks are gained; it is just that now someone who wasn't within reach is within reach. Of course, combat turns are one second long in the system to which I am most familiar.

There is an option to Wait, stipulate some simple conditions ("When an enemy comes within range of my weapon") at which point you can then interrupt whatever said enemy is doing to attack them, but again it isn't an extra attack: you do that instead of just attacking whatever is within range (or moving or whatever else you can do) during what would have been your regular turn.

Yes, I am sure I seem rather thick for having trouble with this. ^^'
DtDoom 26th Feb 2016, 10:55 PM edit delete reply

Readying an action to attack if someone gets in range is not the same as an attack of opportunity.

An attack of opportunity is an extra attack. However many attacks you get per round is completely independent from your attacks of opportunity.

There are many ways to provoke an AoO, such as drinking a potion while in a threatened square (Within melee range of an opponent) casting a spell in the threatened square (unless you choose to cast defensively which requires a concentration check.) shooting a bow while in a threatened square, and moving out of a threatened square are the most common.

Without the combat reflexes feat, you cannot make an attack of opportunity if you are flat footed (meaning you have not yet acted in this particular combat encounter.) So if you haven't had a turn yet, the enemy's mage could walk up and shoot you in the face with a fireball at point blank range. Don;t know why he would, because A: Wizards in melee don't live long. and B: that puts him in the fireball too, and he's probably dead now, but hey, at least you don't get to hit him first.

A five foot step is a short movement that doesn't leave you vulnerable, and takes virtually no time at all. This movement does not provoke an attack of opportunity the way a normal movement action would. It moves you five feet in any single direction (as the name suggests) which is one square of movement on the battle grid if you happen to be using one.

Tumbling is a skill which can be used to roll through a threatened square, and avoid provoking an attack of opportunity. In a movie, the attack would still happen, but the hero is already gone from that spot and stabbing the attacker in the face. (or punching, kicking, whatever.)

Readying an action lets you set something up in advance. There are advantages to this if you use it well (such as your mage readying an action to counterspell the enemy mage) Like an attack of opportunity it interrupts whatever action is taking place, but unlike an attack of opportunity, there is a cost, namely that you can only ready a standard action instead of taking a full round action. A standard action is a single attack, or a spell (some of them anyway) A full round action can be all of your available attacks, or a greater range of spells, or a standard action plus a movement action.
Otaku 27th Feb 2016, 3:08 AM edit delete reply
So... it is the OTHER thing I said, where if you have a chance to attack because someone moved into range that turn, except in D&D this makes you move faster or something because you get a bonus attack.

Maybe it makes sense if D&D is your main thing, or if you're smarter than I am, but for me it is just "Huh?". I mean I can accept it, but in the same way I accept leveled characters and classes. It just becomes a bit more confusing because of terms that have meanings I learned in other games. I mean to me, Combat Reflexes are an Advantage that costs 15 character points, but which is a bargain because it grants +1 all Active Defenses, gives you a +1 bonus to Fast-Draw skills, and a +2 bonus to Fright Checks. Plus you never "freeze up" in surprise situations, giving you a +6 bonus to wake-up/recover from mental stun. It even gives your entire side a bonus on initiative rolls to avoid surprise attacks (+2 if you're the leader, +1 otherwise).

So I think that clears up my problem; because I learned the terms (in other systems or real life) with different meanings, the rules are not only not intuitive for me, but counter-intuitive. Again though, thanks for trying to explain.
DtDoom 27th Feb 2016, 4:02 PM edit delete reply

It's not them moving into range that does it. It's them continuing to move while in range.

If I am using a standard melee weapon, and have no natural reach, I threaten the 8 squares around me. If you charge up and attack me, I don't get an attack of opportunity.

Basically, entering a threatened space doesn't provoke an attack of opportunity, attempting to leave it does. So if you try to run past me, and you run through one of my threatened squares, I get an attack of opportunity against you. If I have combat reflexes, I might get up to 3 of them if you just run straight through.

In D&D Combat reflexes is a feat, which you could also call an advantage if you like. It has a couple of benefits, first thing is that it allows you to make an attack of opportunity while flatfooted. (before you have acted in the current combat) The second is that, if you have a dexterity bonus, it allows you to take multiple attacks of opportunity per round, where without it, you only get 1.
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