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General Tabletop Discussion
D&D Older Editions
Tripping, Disarm, and other maneuvers in 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4787128" data-attributes="member: 710"><p>Tripping someone is not "unbalanced" per se, the question is how often you can do it?</p><p></p><p>Knocking enemies prone is definitely a powerful ability, since you can effectively negate or at least severaly hamper their abilities. Trip your opponent, and shift back one square. All your allies (if in melee) can now use the combat advantage he grants to bring home a powerful attack, and then shift away, too. On his turn, the opponent stands up, and finds that no opponent is within reach or charge range, and all he can do is move closer to an enemy. (The immobilized condition is very similar to this in that regard.)</p><p>With a mosnter relying on ranged or area attacks, instead of shifting away, everyone moves adjacent - now the enemy has to spend a move action to stand up and then try to make a weak melee attack (low damage, low attack bonus), provoke an opportunity attack, or try to run away (probably also provoking opportunity attacks.)</p><p></p><p>You could try to change this by making the option very hard, but then - who would use it? And it invites to create mechanics that remove that weakness, and it becomes an easily (ab)used tactic. I think the best guess is to make it a conditional option - putting it into a encounter or daily power always does this, but of course using "stunts" you might also add some more flexibility.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4787128, member: 710"] Tripping someone is not "unbalanced" per se, the question is how often you can do it? Knocking enemies prone is definitely a powerful ability, since you can effectively negate or at least severaly hamper their abilities. Trip your opponent, and shift back one square. All your allies (if in melee) can now use the combat advantage he grants to bring home a powerful attack, and then shift away, too. On his turn, the opponent stands up, and finds that no opponent is within reach or charge range, and all he can do is move closer to an enemy. (The immobilized condition is very similar to this in that regard.) With a mosnter relying on ranged or area attacks, instead of shifting away, everyone moves adjacent - now the enemy has to spend a move action to stand up and then try to make a weak melee attack (low damage, low attack bonus), provoke an opportunity attack, or try to run away (probably also provoking opportunity attacks.) You could try to change this by making the option very hard, but then - who would use it? And it invites to create mechanics that remove that weakness, and it becomes an easily (ab)used tactic. I think the best guess is to make it a conditional option - putting it into a encounter or daily power always does this, but of course using "stunts" you might also add some more flexibility. [/QUOTE]
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Tripping, Disarm, and other maneuvers in 4e
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