RULES CLARIFICATION: ATTACK OF OPPORTUNITY

1)          An attack of opportunity can only be made on a target that a creature is threatening – ie. a target in any square that a creature can reach with its weapons or claws. Most creatures cannot threaten their flank or rear squares, except in special circumstances, and therefore can’t make an attack of opportunity into those squares.

2)          Monsters and characters threaten all eligible squares throughout the entire combat round.

3)          Threatened characters can choose to ignore a creature threatening them and take any combat action they wish, but if they do, the threatening creature gains an immediate attack of opportunity. The following actions create an attack of opportunity for the threatening creature:

·        Attempting missile combat (other than at the threatening creature, and only in the combat round when it first threatens the character).

·        Moving away from the threatening creature. This includes move, charge, and run, but not withdraw.

·        Turning so that the threatening creature is now in a rear square.

·        Attempting an unarmed attack against any foe except an unarmed human-like creature.

4)          If the conditions for an attack of opportunity arise, the threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature. This is a free attack that does not take the place of any actions the threatening creature had already planned.

5)          Attacks of opportunity cannot be performed with missile weapons.

6)          Grappling creatures never threaten other squares and so cannot make an attack of opportunity.

7)          There are a number of creatures that do not have a clear front facing. Who can tell what the dangerous end of an ochre jelly or otyugh is? These amorphous monsters don't have rear or flank spaces, and therefore threaten and can make an attack of opportunity against any character who moves next to them.


ATTACK OF OPPORTUNITY REFERENCES

1. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 10-13)

Combat Status

Any figure involved in combat falls into one of three categories: clear, threatened, or grappled. This represents the immediacy of an enemy threat and influences what actions the character can choose for that combat round. A character's options are extremely limited when he is caught in an owlbear's hug.

In addition to governing the character's choice of combat actions for the round, threatening is also important because it determines who is subject to what are known as attacks of opportunity (see below).

Clear

Characters who are standing free of the melee and aren't endangered by any adjacent monsters are considered clear. (The character can still be attacked by missile fire, charged, or have a spell thrown at him, of course.) As long as a character is not in the threatened spaces of any enemy figure, he is clear. The character's choice of combat action is unrestricted.

Characters who are clear are allowed to turn to threaten a figure that moves up to them in the course of a combat round. The character doesn't have to do this; he can ignore the danger. The character only gets this free facing change once per round, so he can elect to threaten the first figure that moves up to him or to wait upon the arrival of a more dangerous enemy.

Threatened

Any square that a creature can reach with its weapons or claws also threatens those squares and therefore any characters or creatures standing in one of the threatened squares. The character's own facing doesn't matter – it's possible to be threatened by someone standing behind you.

Threatened characters can choose to ignore the creature threatening them and take any combat action they wish, but if they do, the threatening creature gains an immediate attack of opportunity. The following actions create an attack of opportunity for the threatening creature:

·    Attempting missile combat (other than at the threatening creature, and only in the combat round when it first threatens the character).

·    Moving away from the threatening creature. This includes move, charge, and run, but not withdraw.

·    Turning so that the threatening creature is now in a rear square.

·    Attempting an unarmed attack against any foe except an unarmed human-like creature.

Monsters and characters threaten all eligible squares throughout the entire round. If a character tries to sprint through the threatened squares to get by the defender, the defender gets an attack of opportunity as the character runs by. If the creature being attacked suffers from a successful knockdown roll or if a critical hit from the attack of opportunity is suffered, then it must stop moving. Otherwise, it may run by the creature threatening it.

Unusual Monsters and Threatening

There are a number of creatures that do not have a clear front facing. Who can tell what the dangerous end of an ochre jelly or otyugh is? These amorphous monsters don't have rear or flank spaces, and therefore threaten any character who moves next to them.

Grappled

Grappled characters are physically restrained by their foes. There are a number of ways to grapple with an opponent; wrestling, martial holds, pinning, and grabbing are all possible. In addition, some monsters have special attacks that grapple their victims. For example, a giant scorpion can pin its prey in its claws, or an owlbear can hug a victim.

Grappled creatures must get free before they can move. The only combat actions a grappled creature can take are:

·    Respond with unarmed combat.

·    Attack the grappling creature with a size S weapon.

·    Attempt to escape. Each grappling method defines a means of escape.

Grappling creatures occupy the same square on the battle map, unless there is something unusual about the monster doing the grappling. For example, a roper can grapple characters up to 10 squares away with its special tentacle attack.

Grappling figures never threaten other squares.

Attacks of Opportunity

Attacks of opportunity occur when a threatened character or creature ignores the enemy next to it or turns its back on a foe. The threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature. Attacks of opportunity cannot be performed with missile weapons. This is a free attack that does not take the place of any actions the threatening creature had already planned.

A creature can't make more than one attack of opportunity against a single opponent in the course of a combat round, but if several enemies leave themselves open, the creature can make one free attack against each one.

There is a limit to the number of attacks of opportunity a single creature may make in one round. Warriors and monsters can make three attacks of opportunity plus one per five levels or Hit Dice. All other characters can make one attack of opportunity plus one per five levels. Thirty kobolds trying to swarm past a fighter in a narrow passage will take losses, but some will still get through.

Surprised characters and monsters cannot make attacks of opportunity during the round in which they are surprised.

2. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 20)

No-Move Actions

No-move actions are just that—the character performs some sort of action during her proper action phase, whether it is fighting an opponent or using a wand, without moving significantly during the round. Even if a character chooses any one of the no-move actions, however, she can still adjust her position during her action phase. She can move one square in any direction and choose any facing as a free adjustment to her position. If the character is threatened, she can adjust her position without provoking an attack of opportunity by making sure that her adjustment does not take her out of the enemy's front squares or turn her back to him.

3. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 22)

Overruns

When a larger creature attempts to move into a smaller, standing enemy's square, it is called an overrun. Mounted figures use their mount's size for this purpose, so a human on a size L horse can overrun a human on foot. Overruns create an attack of opportunity for the figure being stepped on. After the defender's attack, the defender must roll a successful saving throw vs. paralyzation or be knocked down. Even if he does successfully save, he is forced one square away from his current location. This save is modified by a –4 penalty for a creature two sizes larger than the defender, a –8 penalty for a creature three sizes larger, etc.

For example, a halfling (size S) gets in an ogre's way. After the halfing's attack of opportunity, he must roll a successful saving throw vs. paralyzation or be knocked down. The ogre is two sizes larger, so the saving throw is rolled with a –4 penalty. Even if the halfling successfully saves, he is forced out of the square.

When a defender is knocked down by an overrunning creature, he may suffer a trampling attack. The trampler gets an attack of opportunity that inflicts 1d4 points of damage per difference in size. Even though the defender is prone, no modifiers apply; trampling is an afterthought on the attacker's part. The DM can adjust the damage as he sees fit; very dense creatures such as clay or stone golems may not be seriously hurt by even a giant's trample.

4. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 24)

Attack

Attacks of opportunity (see Threatening) do not count as a character's attack for the round. It is possible for a creature to get more attacks than normal if its opponent provides it with an opening for an attack of opportunity.

5. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 25)

Fire/Throw Missiles

Firing or throwing missiles is dangerous when a character is threatened by another creature, since it creates an attack of opportunity. The only exception to this rule is during the same combat round that the threatening creature actually moves up to threaten the character. The character can get his shots in while his enemy closes, but after that he had better switch to a melee weapon.

6. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 27)

Unarmed Combat

A character can perform an unarmed attack on his base initiative if he doesn't have to move to reach his target, or he can take a half-move action to close for combat. Attacking armed opponents (including monsters with natural attacks) is dangerous for an unarmed fighter; if the character attacks an armed creature that is threatening him, he suffers an immediate attack of opportunity from his intended victim. The armed defender gains a +4 bonus on his attack roll and his damage roll against an unarmed attacker.

7. Ref: 2nd Edition Combat and Tactics (Chapter 1, pg 27)

Withdraw

Withdrawing is the only safe way to leave a square that is threatened by an opponent. When a character withdraws, he backs carefully away from his opponent without turning his back or creating an attack of opportunity for his opponent.

Withdrawing is a half-move that takes place on the character's base initiative. A withdrawing character cannot attack or cast spells, although he can still get attacks of opportunity.

8. Ref: 2nd Edition Combat and Tactics (Chapter 2, pg 44)

Grab

Trying to grab an enemy's possessions while he threatens you is a bad idea; the defender receives an immediate attack of opportunity against the grabber.

9. Ref: 2nd Edition Combat and Tactics (Chapter 2, pg 44)

Overbear

Overbearing is hazardous; the defender gets an attack of opportunity against any attacker he threatens (up to the limits imposed in Chapter One). It can take a concerted rush of a dozen or more to get through a high-level fighter's guard.

10. Ref: 2nd Edition Combat and Tactics (Chapter 2, pg 46)

Sap

Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. It doesn't work very well against characters or monsters that are expecting it; any character attempting to sap a creature that threatens her provokes an attack of opportunity for the defender.

11. Ref: 2nd Edition Combat and Tactics (Chapter 2, pg 47)

Unarmed Attack

Throwing a punch or trying to get a wrestling hold on the enemy is always a legitimate attack. As noted in Chapter One, trying to engage an armed opponent in unarmed combat is risky; if the armed character threatens the attacker, he gets an immediate attack of opportunity.

12. Ref: 3rd Edition Players Handbook (Chapter 8, pg 122, 127 & 128)

Attacks Of Opportunity

The melee rules assume that combatants are actively avoiding attacks. A player doesn’t have to declare anything special for her character to be on the defensive. Even if a character’s figure is just standing there on the tabletop like a piece of lead, you can be sure that if some orc with a battleaxe attacks the character, she is weaving, dodging, and even threatening the orc with a weapon to keep the orc a little worried for his own hide.

Sometimes, however, a combatant in a melee lets her guard down, and she is not on the defensive as usual. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These attacks are called attacks of opportunity.

Table 8-1: Fundamental Actions In Combat

Action

Attack of Opportunity

Attack Actions

 

       Attack (melee)

No

       Attack (ranged

Yes

       Attack (unarmed)

Maybe

       Charge

No

       Full Attack

No

Magic Actions

 

       Cast A Spell

 

             1-action spell

Yes

             Full-round spell

Yes

             Concentrate to maintain

No

       Activate magic item

Maybe

       Use special ability

 

             Use spell-like ability

Yes

             Use supernatural ability

No

             Use extraordinary ability

No

Movement-Only Actions

 

       Double move

Maybe

       Run

Yes

Miscellaneous Actions

Maybe

Threatened Area: You threaten the area into which you can make a melee attack, even when it is not your action. Generally, that’s everything within 5 feet of you in any direction. An enemy that takes certain actions while in a threatened area provokes an attack of opportunity from you.

Provoking an Attack of Opportunity: If you move within or out of a threatened area, you usually provoke an attack of opportunity. If all you do is move (not run) during your turn, the space that you start out in is not considered threatened, and therefore enemies do not get attacks of opportunity against you when you move from that space. If you move into another threatened space, enemies do get attacks of opportunity for your leaving the first threatened space. In addition, if your entire move for the round is 5 feet (a 5-foot step), enemies do not get attacks of opportunity for your moving.

Some actions themselves provoke attacks of opportunity, including casting a spell and attacking with a ranged weapon. Table 8-1: Fundamental Actions in Combat; Table 8-4: Miscellaneous Actions; and Table 8-3: Partial Actions note many of the actions that provoke attacks of opportunity.

Table 8-3: Partial Actions

Action

Attack of Opportunity

Attack Partial Actions

 

       Attack (melee)

No

       Attack (ranged

Yes

       Attack (unarmed)

Maybe

       Partial charge

No

Magic Partial Actions

 

       Cast A Spell

Yes

       Activate magic item

Maybe

       Use special ability

Maybe

       Concentrate to maintain a spell

No

       Dismiss a spell

No

Movement-Only Partial Actions

 

       Single move

No

       Partial Run

Yes

Miscellaneous Partial Actions

Maybe

Special Partial Actions

 

       Start full-round action

Maybe

Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and you can only make one per round. You do not have to make an attack of opportunity if you don’t want to.

An experienced character gets additional regular melee attacks, (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus – even if you’ve already attacked this round.

Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat (page 80), you can add your Dexterity modifier to the number of attacks of opportunity you can make between actions. (This feat does not, however, let you make more than one attack for a given opportunity). All these attacks are at your normal attack bonus. You do not suffer reductions to your attack bonus for making multiple attacks of opportunity.

 

 

 


 

Table 8-4: Miscellaneous Actions

 

 

 

No Action

 

Standard Actions (continued…)

 

Delay

No

Change form (shapeshifter)

No

Free Actions

 

Use touch spell on self

No

Cast a quickened spell or feather fall spell

No

Escape a grapple

No

Cease concentration on a spell

No

Evoke sunbeam spell

No

Prepare spell components to cast a spell

No

Feint

No

Direct Bigby’s clenched fist spell, rainbow pattern spell or shield spell

No

Issue command to animated rope

No

Attack with eyebite spell

No

Overrun (charge)

No

Change form (shapechange)

No

Heal a dying friend

Yes

Dismiss tree shape spell

No

Light a torch with a tindertwig

Yes

Drop an item

No

Use a skill that takes 1 action

Usually

Drop to the floor

No

Rebuke undead (use special ability)

No

Speak

No

Turn undead (use special ability)

No

Make spellcraft check on counterspell attempt

No

Strike a weapon (attack)

Yes

Move-Equivalent Actions

 

Strike an object (attack)

Maybe

Climb (one-quarter speed)

No

Total defence

No

Draw a weapon

No

Full-Round Actions

 

Sheathe a weapon

Yes

Climb (one-half speed)

No

Ready a shield

No

Use a skill that takes 1 round

Usually

Loose a shield

No

Coup de grace

Yes

Open a door

No

Light a torch

Yes

Pick up an item

Yes

Change form (polymorph self)

Yes

Retrieve a stored item

Yes

Extinguish flames

No

Move a heavy object

Yes

Load a heavy crossbow

Yes

Stand up from prone

No

Load a repeating crossbow

Yes

Load a hand crossbow

Yes

Lock or unlock weapon in locked gauntlet

Yes

Load a light crossbow

Yes

Prepare to throw oil

Yes

Control a frightened mount

Yes

Throw a two-handed weapon with one hand

Yes

Mount a horse or dismount

No

Transport

No

Direct the movement of a flaming sphere spell or the recipient of a levitate spell

No

Use touch spell on up to six friends

Yes

Standard Actions

 

Refocus

No

Ready (triggers a partial action)

No

Escape from a net, entangle spell, Otiluke’s Freezing Sphere spell, etc.

Yes

Concentrate to maintain or redirect a spell

No

Action Type Varies

 

Dismiss a spell

No

Disarm

Yes

Aid another

No

Grapple

Yes

Bull-rush (charge)

No

Trip an opponent

No

Bull-rush (attack)

No

Use feat

Variable

X. Ref: Dragon Magazine, June 1998 (Issue No. 243, pg 18 & 20)

In the PLAYER’S OPTION combat system, does a character who is casting a spell while threatened (adjacent to an armed opponent) trigger an attack of opportunity?

Spellcasting does not trigger an attack of opportunity.

Is the act of touching an opponent to complete a touch-delivered spell or special attack considered an unarmed attack that gives an armed opponent an attack of opportunity?

No. The attacker is “armed” with the spell or special ability.

X. Ref: Dragon Magazine, August 1996 (Issue No. 232, pg 93)

When a flying creature makes a “swoop attack” against a fighter who is using the guard option from the Combat & Tactics book, and the swooping creature moves away at full speed, how many attacks does the fighter have? If the fighter is normally entitled to multiple attacks (due to level or specialization or both), does he gain any extra attacks?

It all depends on the exact sequence of events and how the fighter is facing relative to the swoop attack. If the swooping creature makes a flank or rear attack, the fighter has no attack at all, because he doesn’t threaten the swooping creature. If the swooping creature makes a frontal attack, the fighter has his first attack phase as soon as the creature comes within reach (this is not an attack of opportunity). If the swooping creature makes its attack, then flies away in the same round, the warrior gains an attack of opportunity when it leaves. Remember that an attack of opportunity allows one phase’s worth of attacks. If the fighter has one weapon, he has one attack. If the fighter has a weapon in each hand, he has two attacks. Each separate attack, however, counts against the maximum number of attacks of opportunity the fighter can make in a single round. If the swooping creature attacks the warrior and ends its movement, then uses the withdraw option on the next round, the fighter might not get any more attacks against it, because with- drawing from a threatened area doesn’t provoke an attack of opportunity.

X. Ref: Dragon Magazine, May 1996 (Issue No. 229, pg 91)

In the PLAYER’S OPTION™ combat system (from the Combat & Tactics book) is failing to turn to meet an enemy attacking from behind the same as turning your back on that enemy? Let’s say a character is engaged in fighting a couple of bugbears, and another bugbear comes up from behind and attacks. Does that bugbear get an attack of opportunity if the character doesn’t turn around? Would the bugbear get another attack of opportunity the next round if the character still doesn’t turn around?

No, failing to turn and meet an opponent is not the same as deliberately turning one’s back on an opponent. Creatures are assumed to make some kinds of defensive manoeuvres – even against opponents attacking from behind – unless they’re completely helpless. Note, however, that many actions provoke attacks of opportunity. Firing a missile, for example, provokes an attack of opportunity, even when the opponent is standing behind the character firing the missile.

In the Combat & Tactics rules, how many attacks of opportunity would a character armed with a long weapon, such as bardiche, which has a melee reach of two, receive if he has chosen the guard action and someone charges him from the front?

None. The guarding character would get his normal melee attack the moment the charging opponent came within reach, but wouldn’t get an attack of opportunity unless the opponent did something to provoke it, such as turning its back on the bardiche wielder or leaving the area the bardiche wielder threatens. Just moving around within an area an opponent threatens does not provoke attacks of opportunity.

What’s the difference between offensive and defensive disarms in the Combat & Tactics rules? Why would anyone choose an offensive disarm when defensive disarms work just as well?

The difference lies in when the disarming attempt is resolved. Offensive disarms are resolved during one of the disarming character’s own attack phases. Defensive disarms are resolved when the disarming character’s opponent attacks. Offensive disarms have two potential advantages. First, if the character attempting to disarm is entitled to multiple attacks during a round, he can automatically cover a disarmed opponent with the remaining attacks, which should allow him the first strike if his disarmed opponent doesn’t surrender. Second, if the character gains the first action during the round and succeeds with an offensive disarm, the opponent will be weaponless when his turn comes to attack. Even if the character who made the disarm doesn’t have another attack he can use to cover the disarmed opponent, he might get an attack of opportunity when the opponent tries to retrieve his dropped weapon.

X. Ref: Dragon Magazine, October 1995 (Issue No. 222, pg 38)

What’s the deal with guarding? A hill giant with a club has a reach of 3. Does this mean that if the giant guards it will get three attacks of opportunity before a human charging in with a long sword can make an attack?

No. The giant gets one attack when the human first enters the group of squares the giant threatens. This is the giant’s normal attack, not an attack of opportunity. If the human bores straight in and swings at the giant, the giant doesn’t get any more attacks. If however, the human changes course and leaves the area the giant threatens, or turns his back on the giant, the giant would get an attack of opportunity.