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Descent: Journeys in the Dark (Second Edition)» Forums » Rules

Subject: Rule Variant: Attacks of Opportunity rss

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Jon Martin
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Here's a fast and easy rule variant we tried yesterday that really enhanced tactical options and flexibility for the Overlord. It should apply to both sides, but be aware that it probably helps the OL more than the players. It also makes 'blink' type abilities really useful and worthwhile! Tomble's tumble ability, for instance, gives him a lot of flexibility in tumbling past blocking monsters to achieve objectives.

"If a figure moves from one square that an opponent can target with a melee attack to another square that the same opponent can target with a melee attack, the opponent MAY immediately take a free attack action against that figure. This may be used once per turn."

I can't stress how much more fun this simple rule makes the game.
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Christopher Scatliff
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It's about time, too.
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I see what you're doing there, but are you at all concerned (or did you at all consider) that in many of the scenarios one side has to move quickly to accomplish something while the other has to impede them? That will really tip scenario balance in favor of the impeders.
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Jeremy Lennert
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Seems like this should probably be in the variants subforum, not rules.

I can't imagine that this would not dramatically unbalance the game. In addition to favoring impeders over racers as Smoo mentions, it's also going to favor melee over ranged attackers, and make the Reach ability far more powerful (consider: a regular melee opponent can't get close enough to attack you without triggering an AoO).

Also, have you considered that the "once per turn" restriction allows a monster to swing at every hero that passes by (since they each move on a different turn), but only allows a hero to swing at one monster, no matter how many run past him?
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Matt
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To early for rules variants. Id say play it as is for at least one campaign or some number of scenarios before changing things up. These scenarios have undoubtedly been play tested for balance and changing the rules up has the potential to throw off that balance
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Jon Martin
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Not really. Remember, abilities refresh at the beginning of a figure's turn, not at the beginning of anyone's turn.

While it does certainly give impeders an advantage, it also drastically increases the usefulness of teleport like abilities, a significant boost to 'racing' units or units with special movement rules.

It makes range significantly MORE powerful. Increasing the deadliness of melee combat does not make melee more favorable.

Anyhow, it's a rule that we're using that really enriches tactical considerations for everyone, and its a mechanic that sees use in nearly every tactical combat game in one form or another.
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