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General Tabletop Discussion
D&D Older Editions
[3.5] check my logic: a way to stand up from prone without being tripped again
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<blockquote data-quote="Lotus" data-source="post: 1036863" data-attributes="member: 12678"><p>There are actually plenty of exceptions:</p><p></p><p>I'm taking a 30' move action and happen to pass through an area that you threaten. You take a trip AoO against me and succeed, I fall, I do not get to continue my move action.</p><p></p><p>You're within melee range of me, firing a bow. I use a disarm AoO to relieve you of the bow. You don't get to continue the shot.</p><p></p><p>I'm getting a potion of see invisbility out of my backpack when the invisible monk I was looking for nails me with a stunning fist. I don't have the potion in my hand.</p><p></p><p>You're at low hit points, cast a cure spell, and I hit you with an AoO which causes your HP to drop below 0. Unless I'm mistaken, you don't get to continue casting (without Diehard, and then you don't get to continue if you're at -10 or below).</p><p></p><p>FWIW, I'm still of two minds about the endless trip thing. It makes sense that you could make an effort to keep someone down after you've tripped them, but it's a really nasty tactic that's extremely difficult for a single character to deal with, along the lines of being grabbed by a roper.</p><p></p><p>And it may be moot anyway for some character builds. I trip you during my attack action. When you stand up, I disarm you. When you pick up the weapon, I trip you again. Same effect and probably even more frustration and/or comedic value.</p><p></p><p>I think the only fix for this is to house rule away the standing AoO, and I say this as a guy whose two 3.5 characters are a Monk with Improved Trip and a spiked chain trip/disarm fighter. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Or live with it and adjust the tactics/balance of encounters appropriately. Non-humanoids aren't a problem. Humanoids can use archery, magical artillery, "miss chance" type spells, non-humanoid allies, steadfast boots, Tumble, Kip-Up, Spring Attack, Prone Attack, etc.</p></blockquote><p></p>
[QUOTE="Lotus, post: 1036863, member: 12678"] There are actually plenty of exceptions: I'm taking a 30' move action and happen to pass through an area that you threaten. You take a trip AoO against me and succeed, I fall, I do not get to continue my move action. You're within melee range of me, firing a bow. I use a disarm AoO to relieve you of the bow. You don't get to continue the shot. I'm getting a potion of see invisbility out of my backpack when the invisible monk I was looking for nails me with a stunning fist. I don't have the potion in my hand. You're at low hit points, cast a cure spell, and I hit you with an AoO which causes your HP to drop below 0. Unless I'm mistaken, you don't get to continue casting (without Diehard, and then you don't get to continue if you're at -10 or below). FWIW, I'm still of two minds about the endless trip thing. It makes sense that you could make an effort to keep someone down after you've tripped them, but it's a really nasty tactic that's extremely difficult for a single character to deal with, along the lines of being grabbed by a roper. And it may be moot anyway for some character builds. I trip you during my attack action. When you stand up, I disarm you. When you pick up the weapon, I trip you again. Same effect and probably even more frustration and/or comedic value. I think the only fix for this is to house rule away the standing AoO, and I say this as a guy whose two 3.5 characters are a Monk with Improved Trip and a spiked chain trip/disarm fighter. :) Or live with it and adjust the tactics/balance of encounters appropriately. Non-humanoids aren't a problem. Humanoids can use archery, magical artillery, "miss chance" type spells, non-humanoid allies, steadfast boots, Tumble, Kip-Up, Spring Attack, Prone Attack, etc. [/QUOTE]
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[3.5] check my logic: a way to stand up from prone without being tripped again
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