| Post/Author/DateTime | Post |
|---|---|
| mugguod03-15-07, 12:10 AM | When does the clock reset on AoOs/round? A) At the top of the round for everybody. B) For each player on his turn. Concider the situation: 2 PCs 1 Monster with 10ft reach, no Combat reflexes. nobody flat-footed. Player A Initiative = 15 Monster Initiative = 10 Player B Initiative = 5 The players both want to step up to 5-ft range. If they do it in the correct order, the monster only gets to AoO one of them. If they do it wrong, it gets to AoO both. |
| jadehawk03-15-07, 12:12 AM | your attack of opportunities should count from the start of the round to the end of the round, not from one of your turns to the next...attacks of opportunities are taken out of turn... |
| NoldorForce03-15-07, 12:40 AM | But you can't take AoOs until your first turn starts (that is, when you're no longer flat-footed). The rules don't say anything about this, AFAIK. To be consistent with other sorts of actions/attacks (especially immediate actions which are explicitly refreshed at the end of your turn), I'd suggest refreshing AoOs sometime during your turn. It just makes more sense given the cyclic nature of initiative. |
| jadehawk03-15-07, 12:58 AM | good point |
| paladin201903-15-07, 01:02 AM | The only monkeywrench is that Combat Reflexes allows the character to make AoOs when flat-footed. For this reason alone I can see start of round rather than start of turn. Currently, I'm undecided, I've never had this be an issue. But that's probably a fluke considering most of by characters make use of Combat Reflexes. |
| Someone03-15-07, 01:26 AM | Well, since you are normally limited to "one per round" without Combat Reflexes, I'd say they reset on the round. Also, you don't have to take your AoO against the first thing that provokes, if you think another opportunity will come up a little bit later. |
| mugguod03-15-07, 01:41 AM | Also, you don't have to take your AoO against the first thing that provokes, if you think another opportunity will come up a little bit later. That's the other side of the two edged sword. AoO have to be use it or lose it at some point. So the guy saving it for a another opportunity wants to know when the clock resets too. On the side of "at each players turn": Using TWF, and I think Power Attack alter attack modifiers you would use during AoO. On the side against "at each players turn": what happens to opportunities while I have a Delayed or Readied Actions? |
| Part-Human203-15-07, 02:16 AM | "A" is correct. Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and you can only make one per round. Not without Combat Reflexes can the 10' reach creature in your example make 2 AoO per round. |
| Xeviat-DM03-15-07, 04:33 AM | I say they should be treated like Immediate actions; refreshing at the beginning of your turn. |
| Devlonir03-15-07, 06:56 AM | I agree with the beginning of the round camp. Mostly because of Combat Reflexes and the 'saving' of AoO's. If you say it refreshes on your own turn, someone with Combat Reflexes could, in theory, make twice his Dex modifier of AoO's in the first round of combat. That would simply be silly! |
| Nom03-15-07, 07:22 AM | "For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "round" works like the word "month". A month can mean either a calendar month or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of round end just before the same initiative count that they began on." PH pg 138, emphasis mine. Thus B: for each player on his turn. More specifically, for each player just before their turn begins. |
| mugguod03-15-07, 09:21 AM | "For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "round" works like the word "month". A month can mean either a calendar month or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of round end just before the same initiative count that they began on." PH pg 138, emphasis mine. Thus B: for each player on his turn. More specifically, for each player just before their turn begins. So close! You found the right rule to quote. The answer is: C: For each player when he takes a AoO. In my example, either player can move first. If Player A moves in and the monster takes the AoO, the monster's 'AoO shot-clock' resets to Player A's initiative count. So Player B avoids an AoO, as long as he moves in before Player A's next turn. And vise-versa. |
| Tempus03-15-07, 09:43 AM | I would still use the player's turn. Attacks of opportunity just provide an extra attack(s) - they don't alter the initiative of the player like a readied action does. |
| jaelis03-15-07, 09:50 AM | I would say B. And a character with Combat Reflexes could potentially make a full complement of AoOs before his first turn. Though technically it would be based on initiative count, not turns. If Player A goes on count 10, takes an AoO on count 20, and then delays when his turn comes up again, he could take another AoO at count 5 even if he hasn't gone get. |
| tarkin03-15-07, 10:39 AM | Player's Turn. Combat Reflexes is really irrelevant. Why? Because that is how the other action types resets. |