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.
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.
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
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
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 |
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
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 |
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
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
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.