Clovenhoof
Mongoose
Hey guys,
we've brushed this topic before in one or two other threads, but now I'd like to "officially" discuss how to resolve some rules in the Conan game that simply don't work.
Two Conan-specific rules that I'm not happy with are:
5' step and AoOs:
SRD: when you take a 5' step you don't draw an AoO. Period.
Conan: when you take a 5' step, you don't draw an AoO only if you do nothing afterwards that would draw an AoO. For example, you can't take a 5' step and then fire an arrow.
This is stupid. What do the involved characters do, time travel? After the character takes his 5' step, he's out of Reach, not in the Threatened Square anyore, byebye darling. How does the enemy suddenly become able to retroactively deal an AoO if the character decides to use his bow after taking the step? Does his arm grow longer? Does the scene magically rewind to the moment that the character is taking his step?
Solution: only one possible solution - skip this junk and go back to the SRD rule, and there is no good reason for the Conan rule anyway.
Improved Mobility
SRD: the closest thing is Spring Attack: you don't draw AoOs from moving.
Conan: Whatever you do, you don't draw an AoO as long as you move at least 10' per round. This one is more complicated.
The problem is that the rule says nothing about _when_ you have to move, so things start to get ugly when you do AoO-provoking actions before actually moving. Especially if the resolution of this action _defines_ whether the character will be able to move at all.
For example, say you are cornered and want to break free by Overrunning an enemy. Normally draws plenty of AoOs, which may easily kill you. If they kill you, you don't move ten feet. But if you live, you move 10 feet and they never receive any AoOs against you in the entire round! Again, time warp, or a weird limbo state where your character is neither alive or dead, sort of Schrödinger's Barbarian.
Possible solutions that I see:
1.) nerf this ability to the level of Spring Attack, i.e. you simply don't draw AoOs from moving, but normally from all other actions.
2.) specify this ability to kick in _after_ moving 10 feet, but have it apply to all actions after that. This is also a slight nerf (as for example our cornered hero would be screwed). For example, you can take a 10' run-up and then Overrun with impunity.
3.) combine 1 and 2, so you never draw AoOs from moving, and no other AoOs after covering 10ft. A bit complicated.
4.) simply do away with that 10' requirement and grant complete AoO immunity. This is a powerup and doesn't really fit into the concept of _mobility_.
5.) Grant AoO immunity whenever the player announces he _plans_ to move his character 10+ feet (and of course he can't change his mind in mid-turn. This is how I handled it up to now, but I'm not quite happy with it.
What do you think? Which option do you prefer, or how do you handle it in your games, or do you have any other suggestions?
P.S.: Oh, and to the D20 bashers: save it. Thank you.
we've brushed this topic before in one or two other threads, but now I'd like to "officially" discuss how to resolve some rules in the Conan game that simply don't work.
Two Conan-specific rules that I'm not happy with are:
5' step and AoOs:
SRD: when you take a 5' step you don't draw an AoO. Period.
Conan: when you take a 5' step, you don't draw an AoO only if you do nothing afterwards that would draw an AoO. For example, you can't take a 5' step and then fire an arrow.
This is stupid. What do the involved characters do, time travel? After the character takes his 5' step, he's out of Reach, not in the Threatened Square anyore, byebye darling. How does the enemy suddenly become able to retroactively deal an AoO if the character decides to use his bow after taking the step? Does his arm grow longer? Does the scene magically rewind to the moment that the character is taking his step?
Solution: only one possible solution - skip this junk and go back to the SRD rule, and there is no good reason for the Conan rule anyway.
Improved Mobility
SRD: the closest thing is Spring Attack: you don't draw AoOs from moving.
Conan: Whatever you do, you don't draw an AoO as long as you move at least 10' per round. This one is more complicated.
The problem is that the rule says nothing about _when_ you have to move, so things start to get ugly when you do AoO-provoking actions before actually moving. Especially if the resolution of this action _defines_ whether the character will be able to move at all.
For example, say you are cornered and want to break free by Overrunning an enemy. Normally draws plenty of AoOs, which may easily kill you. If they kill you, you don't move ten feet. But if you live, you move 10 feet and they never receive any AoOs against you in the entire round! Again, time warp, or a weird limbo state where your character is neither alive or dead, sort of Schrödinger's Barbarian.
Possible solutions that I see:
1.) nerf this ability to the level of Spring Attack, i.e. you simply don't draw AoOs from moving, but normally from all other actions.
2.) specify this ability to kick in _after_ moving 10 feet, but have it apply to all actions after that. This is also a slight nerf (as for example our cornered hero would be screwed). For example, you can take a 10' run-up and then Overrun with impunity.
3.) combine 1 and 2, so you never draw AoOs from moving, and no other AoOs after covering 10ft. A bit complicated.
4.) simply do away with that 10' requirement and grant complete AoO immunity. This is a powerup and doesn't really fit into the concept of _mobility_.
5.) Grant AoO immunity whenever the player announces he _plans_ to move his character 10+ feet (and of course he can't change his mind in mid-turn. This is how I handled it up to now, but I'm not quite happy with it.
What do you think? Which option do you prefer, or how do you handle it in your games, or do you have any other suggestions?
P.S.: Oh, and to the D20 bashers: save it. Thank you.