Difference between revisions of "Attack of Opportunity"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(11 intermediate revisions by the same user not shown)
Line 1: Line 1:
An '''attack of opportunity''' may occur if any combatant travels with a [[Movement (stride)|stride]] greater than 1 [[Combat Hex|hex]] per [[Action Points|action point]] (AP).  Each enemy within reach of the travelling combatant may, on the traveller's turn, pause the traveller after the expenditure of 1 AP, to [[Attacking in Combat|attack]] with a [[Weapons List#Missile Ranges|missile weapon]] or sufficiently reaching [[Pole Arm (weapon)|pole arm]]. This pausing is called '''interrupted movement'''.
+
[[File:Attack of Opportunity.jpg|right|525px]]
 +
<big>''' ''These rules have been adjusted and are subject for editing; the rules listed under [[Movement (stride)#Attacks of Opportunity|Movement (stride)]] take precedence at this time.'' '''</big>
  
== Interrupted Movement ==
 
With each AP spent, the travelling combatant may be paused by enemies intent on making an attack of opportunity.  Each enemy that is able may do so only once; but not all enemies need make their particular attack at the end of the same spent AP.  For example, Ethan, with 4 AP, is running across a field within range of four enemies, all of whom wish to make an attack of opportunity.  The first attacker fires at the point when Ethan has spent 1 AP; the second and third attackers choose to fire when Ethan has spent his 2nd AP; and the fourth attacker fires when Ethan spends his 3rd AP.
 
  
No attacker may make an attack of opportunity '''once the traveller's last AP''' is spentOnce Ethan's full move is made, it is now technically the attacker's turn; the opportunity is lost.
+
An '''attack of opportunity''' can be made whenever an enemy combatant [[Attacking in Combat|attacks]] with a [[Movement (stride)|stride]] greater than 1 [[Combat Hex|hex]] per [[Action Points|action point]] (AP) — that is, when at attacker rushes a defender.  The attack of opportunity can only be done with a [[Missile Weapons|missile weapon]] or a [[Pole Arm (weapon)|pole arm]], and only when the opponent is within range and at least two [[Combat Hex|hexes]] distant.  Any number of defenders may attackWhen the opportunity attack is made, the attacker's movement is "interrupted," at each stage of the attacker's AP spent.
  
== Conditions ==
+
: '''For example''': the attacker Jonas, with 5 AP, is 15 hexes from Kellam and Liam when he decides to rush forward at stride-5When Jonas has expended 1 AP, he has reached a distance of 10 combat hexes awayKellam announces an attack of opportunity and fires with a [[Bow (weapon)|bow]], missing.  Liam foregoes attacking until Jonas has expended another AP, bringing Jonas to a distance of 5 hexesLiam throws an [[Hand Axe (weapon)|axe]] and misses — but if he had hit, and stunned Jonas, Jonas would have been stopped at that point, ending his turn.  However, as Jonas was missed by both defenders, he continues his move forward, slowing to stride-4 with his 3rd AP, engaging in [[Melee|melee]] with Liam.  Jonas has 2 AP left, so he attacks Liam with the rest of his [[Combat Round|round]].  Thereafter, both Liam and Kellam are able to begin their round; the attacks of opportunity are treated as if Liam and Kellam had won [[Initiative|initiative]] against Jonas in the middle of Jonas's move.  See below for attacks with pole arms.
Before an attack of opportunity can be made, the attacker must have the weapon used for the attack '''in hand'''.  In the case of fired weapons, the weapon must be loadedThe attacker cannot be engaged in [[Melee|melee]], nor be [[Stun Lock|stunned]]The attacker cannot travel any distance when making an attack of opportunity[[Spellcasting|Spells]] cannot be cast.  [[Natural Abilities|natural abilities]] can be employed, but with the proviso that the specific ability used cannot be used again on the attacker's turn following[[Wands]], [[Staves|staves]], [[Rods|rods]] and other [[Magic Items|magic items]] that may be used similarly can be used to make an attack of opportunity, without restriction of using the item again on the attacker's turn.
 
  
When the attacker gains their turn, it '''should be noted''' that they have fired or thrown their weapon, and must therefore load or draw a new weapon to take its place.  If the attack of opportunity was made with a pole-arm, then this weapon can be used on the attacker's normal turn.
+
A defender can make as many attacks of opportunity during the opposing enemy's round as that character would normally have.  In the image shown, the wizard is able to discharge his spell against one opponent; but he is has no more attacks and is subject to attack from the others rushing him.
  
== Stunning ==
+
== Requirements to Make ==
If a travelling combatant is [[Roll to Hit|hit]] and stunned while moving, then all further movement is lost and the combatant is locked in place.  The combatant will then take no action for full round '''after''' the enemy's next round.  For example, Ethan is hit and stunned, ending his turnHis four enemies may then advance upon him for their turn; after they have moved, Ethan will remained stunned, until his enemies move ''again''.  Thereafter, if Ethan is not stunned again, he will be able to take action.
+
Before an attack of opportunity can be made, the combatant must have the weapon used for the attack '''in hand'''.  In the case of [[Firing Weapons|fired weapons]], the weapon must be loaded.  The combatant cannot be engaged in [[Melee|melee]] nor be [[Stun Lock|stunned]].  The combatant '''cannot travel any distance''' when making an attack of opportunity.  [[Spellcasting|Spells]] cannot be cast, but an already cast spell can be discharged.  [[Natural Abilities|natural abilities]] can be employed, with the proviso that the specific ability used cannot be used again on the combatant's next round.  [[Wand]], [[Magic Staff|staves]], [[Magic Rod|rods]] and other similar [[Magic Item|magic items]] can be used to make an attack of opportunity; items of this time may be used again on the combatant's next round.
 +
 
 +
Fired weapons must be reloaded before being used again; thrown weapons must be recoveredIf the attack of opportunity is made with a pole-arm, the combatant may use this weapon again on the next round.
 +
 
 +
:'''For Example''': in Jonas' run at Liam, if Liam had possessed a pole arm instead of an axe, he would have announced his defending attack when Jonas was 2 combat hexes away (regardless of Jonas's stride or spent AP).  In effect, the pole-arm gives automatic initiative to the defender; for game purposes, however, since it takes place during Jonas's round, it is considered an attack of opportunity.
  
  
Line 20: Line 22:
 
[[Morale]]
 
[[Morale]]
  
[[Category: Lacks Image]]
+
[[Category: Don't Review until 2022]]

Latest revision as of 17:37, 13 October 2023

Attack of Opportunity.jpg

These rules have been adjusted and are subject for editing; the rules listed under Movement (stride) take precedence at this time.


An attack of opportunity can be made whenever an enemy combatant attacks with a stride greater than 1 hex per action point (AP) — that is, when at attacker rushes a defender. The attack of opportunity can only be done with a missile weapon or a pole arm, and only when the opponent is within range and at least two hexes distant. Any number of defenders may attack. When the opportunity attack is made, the attacker's movement is "interrupted," at each stage of the attacker's AP spent.

For example: the attacker Jonas, with 5 AP, is 15 hexes from Kellam and Liam when he decides to rush forward at stride-5. When Jonas has expended 1 AP, he has reached a distance of 10 combat hexes away. Kellam announces an attack of opportunity and fires with a bow, missing. Liam foregoes attacking until Jonas has expended another AP, bringing Jonas to a distance of 5 hexes. Liam throws an axe and misses — but if he had hit, and stunned Jonas, Jonas would have been stopped at that point, ending his turn. However, as Jonas was missed by both defenders, he continues his move forward, slowing to stride-4 with his 3rd AP, engaging in melee with Liam. Jonas has 2 AP left, so he attacks Liam with the rest of his round. Thereafter, both Liam and Kellam are able to begin their round; the attacks of opportunity are treated as if Liam and Kellam had won initiative against Jonas in the middle of Jonas's move. See below for attacks with pole arms.

A defender can make as many attacks of opportunity during the opposing enemy's round as that character would normally have. In the image shown, the wizard is able to discharge his spell against one opponent; but he is has no more attacks and is subject to attack from the others rushing him.

Requirements to Make

Before an attack of opportunity can be made, the combatant must have the weapon used for the attack in hand. In the case of fired weapons, the weapon must be loaded. The combatant cannot be engaged in melee nor be stunned. The combatant cannot travel any distance when making an attack of opportunity. Spells cannot be cast, but an already cast spell can be discharged. natural abilities can be employed, with the proviso that the specific ability used cannot be used again on the combatant's next round. Wand, staves, rods and other similar magic items can be used to make an attack of opportunity; items of this time may be used again on the combatant's next round.

Fired weapons must be reloaded before being used again; thrown weapons must be recovered. If the attack of opportunity is made with a pole-arm, the combatant may use this weapon again on the next round.

For Example: in Jonas' run at Liam, if Liam had possessed a pole arm instead of an axe, he would have announced his defending attack when Jonas was 2 combat hexes away (regardless of Jonas's stride or spent AP). In effect, the pole-arm gives automatic initiative to the defender; for game purposes, however, since it takes place during Jonas's round, it is considered an attack of opportunity.


See Also,
Charging
Combat
Morale