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General Tabletop Discussion
*Pathfinder & Starfinder
Are the new trip rules broken?
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<blockquote data-quote="Stormrunner" data-source="post: 1191212" data-attributes="member: 13471"><p>Well, based on my experiences with getting my heinie kicked by the bullies at school, yes, once you're on the ground it is EXTREMELY hard to just stand up again if they are standing over you and hitting/kicking you. There's a good reason why Pentjak Silat and other "street-fighting" martial arts teach ground-fighting maneuvers.</p><p>There's basically three ways you can stand up:</p><p>1) Use your enemy's arm as a ladder. This is what the Prone Fighting feat in S&F tries to emulate, though realistically it should trigger when the foe attacks, not when you do. When they extend their arm to hit you, you grab their wrist and pull. Most humans will instinctively pull back, trying to yank their hand free, and you ride that pull up to a standing position. Doesn't require much strength, but you need a really good reaction time to succeed at the wrist grab.</p><p>2) Kip up. It does work in real life, but you need to be in really good physical shape - I'd say min Str 13, Dex 15. Technically a highly-trained opponent can whack you in mid-kip and knock you down again, but the move is so fast and startling that most people can't react in time to stop it.</p><p>3) Roll away (Tumble movement) to a non-threatened space, then stand. Generally the best option for a low-skilled combatant in real life, but a quick-reacting opponent can chase after you and continue to keep you down. Still, in game terms they'll be getting only one attack against you per round (>5' move = no full attack), which improves your survival chances immensely.</p><p></p><p>In case you can't tell, I totally disagree with the "I haven't stood up yet, so you can't trip me" argument. Standing up is not an instantaneous teleport to a standing position - at some point you do have to actually go through the process of getting your feet under you and straightening up. By the IHSUY argument, you can't disrupt a caster's spell either, or sunder a potion as someone tries to drink it - it's not only unrealistic, it opens up too many cans of worms rules-wise.</p></blockquote><p></p>
[QUOTE="Stormrunner, post: 1191212, member: 13471"] Well, based on my experiences with getting my heinie kicked by the bullies at school, yes, once you're on the ground it is EXTREMELY hard to just stand up again if they are standing over you and hitting/kicking you. There's a good reason why Pentjak Silat and other "street-fighting" martial arts teach ground-fighting maneuvers. There's basically three ways you can stand up: 1) Use your enemy's arm as a ladder. This is what the Prone Fighting feat in S&F tries to emulate, though realistically it should trigger when the foe attacks, not when you do. When they extend their arm to hit you, you grab their wrist and pull. Most humans will instinctively pull back, trying to yank their hand free, and you ride that pull up to a standing position. Doesn't require much strength, but you need a really good reaction time to succeed at the wrist grab. 2) Kip up. It does work in real life, but you need to be in really good physical shape - I'd say min Str 13, Dex 15. Technically a highly-trained opponent can whack you in mid-kip and knock you down again, but the move is so fast and startling that most people can't react in time to stop it. 3) Roll away (Tumble movement) to a non-threatened space, then stand. Generally the best option for a low-skilled combatant in real life, but a quick-reacting opponent can chase after you and continue to keep you down. Still, in game terms they'll be getting only one attack against you per round (>5' move = no full attack), which improves your survival chances immensely. In case you can't tell, I totally disagree with the "I haven't stood up yet, so you can't trip me" argument. Standing up is not an instantaneous teleport to a standing position - at some point you do have to actually go through the process of getting your feet under you and straightening up. By the IHSUY argument, you can't disrupt a caster's spell either, or sunder a potion as someone tries to drink it - it's not only unrealistic, it opens up too many cans of worms rules-wise. [/QUOTE]
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Are the new trip rules broken?
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