House Rule: Immediate Actions/AOO [Archive] - Wizards Community

Post/Author/DateTimePost
Astin_Dextor

04-17-06, 11:37 AM
This was just a thought I had while thinking about Combat Reflexes and such. My idea was to turn Attacks of Opportunity into a form of Immediate Action, and then change Combat Reflexes so that it grants a number of additional Immediate Actions equal to your Dexterity modifier. The reason for this is that almost no one takes Combat Reflexes, unless they intend to be using reach, or high-level Rogues with the Opportunist ability. Also, the limit on Immediate actions, while balanced, made me think there should be a feat or something that allowed for more of them, and then I thought of this fix. I'd be interested in hearing any feedback before I try implementing this idea in my games. :)
Shinryouga

04-17-06, 06:15 PM
If you are running in 3.5, note to players that combat reflexes does not have any prerequisites, grants extra attacks of opp, and MOST importantly, allows you to make attacks while flat-footed. That is the real reason why nearly everyone in the party should consider the feat. It would allow attacks of op when the PC has not yet acted in the initiative order. Which is important, if the DM runs nasty combat, where critters that get good initiative try to bum rush the mage in the first round. (Remember: anyone can use overrun, and if your flat-footed, you can't make the attack of opp that is the only real downside to the action). Combat reflexes lets you teach those critters a harsh lesson.

Regarding your house rule, be careful. Examine the other "immediate actions" available to characters. As an example, the Master Transmogrofier class can use an immediate action to change into a defensive form.

With your rule, he could spend extra actions to shift through many forms in one round. While visually cool, the bookwork at the table would get aggravating for other players, as the druid/master transmogrofier turns into a dire tortise to block the first ogre's club, then into an elephant to invalidate the next ogre's trip attempt, and then into a fire elemental to nerf the sorceror's fireball.

Just be sure you aren't making a loophole that can be exploited in a way that:
A. Overpowers a character relative to the monsters and/or other PCs.
B. Creates a tangleclot of bookwork that grinds combat to a halt or otherwises lingers overlong at a given point.

Just my two coppers.