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JEChristgau

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  1. Man, this has really got out of hand. You don't need AoOs in Hero because of one simple fact that's been left out of the whole conversation: D&D 3e rounds are 6 seconds long! Each combatant gets their own 6 seconds to act in each 6 second round. Makes no sense, but that's the system. That's one of the reasons why AoOs exist. It's rediculous to say that I'm just gonna stand there while that guy runs past me during those six seconds. DEX also has very little to do with when you act in a round, it's all based on your initialive roll (which is simply influenced by DEX, but there are tons of other factors that can be involved). This is so drastically different than Hero that this discussion becomes moot. One way to look at AoOs is that they are the D&D 3e way to simulate the better combat and phase system of Hero. Since in Hero you'd probably get at least one chance to act during those long, drawn-out, six seconds. Something else that's been missrepresented here is that D&D 3e scale is 5' squares, Hero is 2m hexes. This is effectivly equivalent so you can say 1 hex = 1 square. I know it's not exact, but come on. An AoO is generated when someone does something that causes them to drop their guard. Moving past someone does not always cause one. Tumbling, for example, can prevent one. Also, you can be so skilled that you get to take more than one AoO per round (Combat Reflexes). AoOs in 3e are complicated even though the concept is simple. Anyway, hope some of this helps to clear up the differences. I personally don't feel that they are needed. I also feel that if you think they are, then do them with the triggered power approach. That's the only one I'd allow since it's pure Hero goodness. ttfn
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