Attacks Of Inopportunity

11th Jun 2021, 12:00 AM in Iron Man 2
Attacks Of Inopportunity
<<First Latest>>

Author Notes:

11th Jun 2021, 12:00 AM
Beware the sunk cost fallacy, dear readers. Know when to let go.

Or don't. Have to get a positive result eventually, right?

Comments:

11th Jun 2021, 9:50 AM
Otaku
Ah, Attacks of Opportunity, my old foe.

I've played a couple different RPGs. Not as many as I thought, in the grand scheme of things. I don't clearly remember most of their rules, as I haven't touched anything but GURPS in almost 20 years. In the case of GURPS, I just keep buying/reading/discussing it as something "goes wrong" every time I try to get a new group up and running. I bring all of this up, though because...

...only D&D and its derivatives seem to have this mechanic. Someone can feel free to try and explain it to me, including what it "represents" in game, not just the actual mechanics. However, others have tried and if it made sense at the time, I quickly lose it. XD Maybe it really is just me. There are benefits to a foe moving within your attack range in other games... you can attack them! They just don't somehow gain extra attacks from it. Rather, the attacks they otherwise couldn't have used during that turn no longer go to waste. Maybe that's what it represents in D&D as well, but it usually gets presented as bonus attacks, on top of what you would have done the previous or the current turn.

*reads own comment* Yeah, I have to be missing something. XD Still, maybe my confused ramblings are kind of funny? >.>
11th Jun 2021, 10:19 AM
Yeah, so attacks of opportunity are... kind of obnoxious, at least in my experience. When my friends and I played Pathfinder we ended up just kind of ignoring them, first because we forgot about them entirely, then consciously because nobody actually wanted to keep track of them.

The idea is that if you do certain things like move out of an opponent's threatened area, or into their threatened area, or sometimes maybe IN their threatened area, they get a free attack. There are ways to avoid them, like with an Acrobatics check, but well... Tony's probably not pulling that off. XD
11th Jun 2021, 5:19 PM
Otaku
Yeah, I get that they are triggered by moving into an opponent's "threatened area". What I don't get is how that translates into an attack beyond what that opponent would normally be allowed. Unless I'm really missing the obvious and Attacks of Opportunity do reflect attacks you otherwise weren't going to be able to make that turn e.g. I can make three attacks this turn, but no one is in range of my attacks. However, someone enters my threatened area this round, so now one of those three attacks can be used on that person. The other two still go to waste... or maybe can be made as "regular" attacks against that same target? Question mark because, like I said, I don't get it. XD

Thanks for trying to explain, TheScarletTroll. You can keep at it, or not since so many have tried to help me understand. XP
11th Jun 2021, 11:14 PM
CoreBrute
I can't remember how Pathfinder does opportunity attacks, but how I see it done in 5e is that when you leave an opponent's attack range you're doing so recklesslly, even turning your back to get away, giving them a quick shot with a reaction*. Every other attack you do in a round is how many you can do safely without over extending yourself, or that you actually have an opportunity (name drop) to do. To run away from an opponent in fight safely, there's an action called Disengage, which is like getting away from your opponent without leaving yourself open to an attack.

I hope that helps even a little bit in explaining?

*Reaction is like an extra action you can do outside your turn, but it's limited in what you can use it for.
12th Jun 2021, 10:58 AM
Otaku
It does help a little. I still don't think I care for the mechanic, but I think I "get" the justification behind it. I just don't "agree" with it so we'll see how long it sticks in my memory. I think I actually remembered something resembling what you said... I just didn't think it "made sense" so I dismissed it as my memory playing tricks on me. XP
11th Jun 2021, 11:16 PM
CoreBrute
Is GURPS worth getting into? If one wanted to get into it, how would you recommend they get started?
I have a soft spot in my heart for point buy games, my first game was Hero System 5th edition, although crunch scares me a bit.
12th Jun 2021, 10:56 AM
Otaku
In a word... probably.

GURPS has a lot of "crunch" in its default usage, but you can dial it back if you want something fluffier. The other big selling point is that GURPS is designed to be used for just about anything... and can adapt or be adapted to a variety of other systems. Getting started is relatively easy:

GURPS Lite (Fourth Edition) is available as a free download from Warehouse23 (the Steve Jackson games online store). Though if that seems like too much, consider GURPS Ultra Lite. This one is a work in progress, but it is supposed to be an even more simplified, fundamental approach to GURPS. Something you can use to introduce people to it at conventions, or if you and your friends are the type to run a quick, one-shot game on a road trip.

GURPS Lite is technically all you need; the fundamentals of the game are there and anything not included is something you could work out for yourself, given enough time and play-testing. Of course, the more actual GURPS books, supplements, etc. you care to invest in, the less legwork you have to do for yourself. GURPS Basic Set Players and GURPS Basic Set Campaigns are the official two core books, but I'd add GURPS Powers in there as well. Powers is a Crunch heavy book, but even if you're not interested in anything that would be considered a "power", it does a good job of explaining how to use Modifiers to alter a trait, tailoring it to hit your (character design) needs.

Speaking of which, is you hate crunch. Not just are a little scared by it, but loath it... still give Ultra Lite a try. Then maybe step up to Light or even the Basic Set. GURPS is basically a toolkit to build your own RPG system. I think you get more out of it if you're comfortable with or even enjoy "crunch", but if you don't, you can remove most of the crunch after you know what you're doing. I also like it for typical nerdy pursuits like discussing "powers" or just fleshing out characters before trying to use them in a story. Though I have no practical examples of the latter. XD
Hosted by ComicFury
© 2020 - 2021 This webcomic is a fan-based parody and protected under Fair Use. All characters and images are owned by Marvel Studios, the Walt Disney Company, Universal Pictures, and Sony Pictures.