Facing and Sneaking [Archive] - Wizards Community

Post/Author/DateTimePost
Shei-Nad

02-28-04, 12:14 PM
Hey. I'd like your comments on something.

This book introduces the rules for facing (a specific direction anyways), which I do like, but their is one problem with this system that's been overlooked IMO, unless I myself overlooked something.

If your facing a specific direction and the only time you can change facing is on your turn, then rogues would be able to go and backstab you pretty easily. Unless you were already in melee with them, they would not even give a an AoO when doing so. Even if you are in melee with them, if your AoO is spent, then they just round around you and backstab you. A rogue could even select feats such as mobility and or Tumble his way to your back to sneak you continuously. So...

Is their some mechanic I overlooked?

If not, I propose two things:

1- Once per round, when you get an attack of opportunity, you can choose to change your facing towards the target of your attack. Feats like combat relfexes do not increase the number of off-turn face changes you can make in a round.

2- As a move action, you can designate a target which you will continuously face this round. Even when it is not your turn, you can always move your facing towards the direction of that target. However, you may cease to face a target at any time during that round.

2a- You can make a Tumble check with an +5 increase to the DC to move around or through an opponent without him being able to face you continuously.


What do you think?
stilleon

02-28-04, 05:18 PM
Five quick ideas from me:

1. When an opponent moves in a way which would normally cause an attack of opportunity (even if he desnies your chance through another means, such as tumble) you can trade your AoO for a facing change. This counts as an a AoO for determning if you may make additional AoO.

2. Rogues only get full sneak attack if the opponent is flat footed. Attacking is not flat footed. Otherwise, rogues get +2 damage for sneak attacks where the oponent is aware.

3. Change the tumble rule to a bonus to AC against AoO as prescibed by Throwing Dice Games:


Instead of opposing an attack roll with the Tumble result,
allow combatants to make attacks of opportunity as usual
against the tumbler. In this scenario, the Tumble check
provides a dodge bonus to AC against attacks of opportunity.
For each full 5 points over 10 rolled, add a +2 dodge bonus
to AC (up to 14 grants +0, 15-19 grants +2, 21-24 grants +4,
etc.) . This variant also benefits in terms of die rolls. The
tumbler rolls once when he declares he is tumbling to
determine his AC bonus. The other combatants decide if
they wish to take their attacks of opportunity as usual.
Attempting to Tumble through a space occupied by another
combatant puts a –10 penalty on the Tumble check.

4. Tumbling is only fully effective in a stright line. For each turn at +2 to the difficulty (so, on sqaures, to go from the front sqaure to a back square is two turns, a left diagonal then a right diagonal).

5. Lastly, you end a tumble in the direction of your last move. Also, your tumble must be the most direct path (to stop someone from moving beyond then back again to face the target).

All have good an bad points and some are more restricitve than others. Discussion welcome.