Re: Walking Past Combatants (Attacks of Opportunity)
Which is opposite to my experience. It probably helps that we've had a fairly static group, but we all know the rules, we all run things by the rules (even have a couple to make things MORE complex, like follow-up movement), and we haven't had an argument for years now. The rules are clear, really. The only place they aren't clear is if an AoO provokes another AoO, and that's easily solved by a single house rule (my house rule: no).
That's really a problem with trip. IT's too powerful, particularly when combined with reach. The real killer problem is trip+spiked chain. In future, I plan to either make the spiked chain disappear, or make it a damage-only weapon rather than a tripping/disarming weapon.
And yes, large enemies are hard to close with. If you want to avoid the AoO entirely, you close at 5' per round, or you tumble. If you're in heavy armour, you might just want to suck down the attack. If you get grappled, sucks to be you. But that's what you get for charging big monsters.
In D&D, if you're good enough to attack someone who's armed without giving them an opening, then you have Improved Unarmed Strike and you are treated as being armed even when not carrying a weapon. IE, you no longer provoke AoOs simply by attacking. Simple, neh?
I have friends who are bouncers. They ALL say, without exception, that if someone's got a knife, they don't dare go near them, because they expect that, unless they catch them off-guard, they're gonna get cut.
And y'know, that catching someone off-guard thing happens in D&D, too. If you're flat-footed, no attacks of opportunity (unless you have combat reflexes, but then you are exceptional).
D&D still works that way plenty fine. With melee attacks, anyway.
Even if you don't go for that philosophy... do you really think it takes someone with SPD 3 four seconds to stab with a knife? They stab (swish) and then wait for another opening. The notion that it takes them four seconds to recover and swing again is non-sensical.
So, the AoO (or, Hero-wise, the abort) gives them another opening sooner. Bang! They take that opportunity instead of waiting for another one.
It makes sense unless you actually believe that, in a combat, the combatants stay still for four seconds, then suddenly hit each other, then go back to standing still. Combat is FLUID, the game mechanics we use are just so that we can simulate it using dice and sheets. They aren't an exact representation of what happens, and there's a LOT of room for interpretation.
I'm not saying people HAVE TO work this into the game, or even that they SHOULD. But it won't require any radical re-think of the system philosophy to allow it.