Genisys wrote...
Granted, some realism is necessary, and yes AOO on Potions has some merit & usage, but I'd say it's not appropriate in some cases, especially where action is high, now for an RP module, that's generally not the case, for action takes a major back seat...
I'm not 100% against it, I'm just saying it's kind of lame to die to it... truly...
I have to disagree 100%. If action is the focus of the module then you do not make it easier, you make it more challenging. If it's an RP focused module then turn of the AoO because it is not relevant whether it is on or not.
Let's think through some options:
1. play a character build with decent defense.
2. play a character build with access to 50% concealment.
3. Play a character build with improved expertise or divine shield and activate them before you drink your healing potion.
4. play a character build with HiPS
5. play a character with darkness
6. drink your healing potion before the very last second.
7. MP with a cleric
8. run away
Now, is the game lame because of this rule or is the player stupid because they keep dying by relying on drinking unlimited potions to get through fights? Making the same mistake again and again does not make the rule lame. If the player keeps dying to AoOs their tactics/build/playstyle/inability to adapt is the problem.