Balance to resist Trip attempts?

Here's a whacky idea. Escape Artist helps you escape grapples even if you've got a bad attack bonus. Why not let Balance help you escape being tripped? Instead of attacker's Str vs. defender's Dex or Str, have it be against defender's Balance or Str. Sound good?

It does, however, make it much much easier to trip someone in full plate, because of armor check penalties. That might be a problem.
 

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I like it a lot. It would lessen the power of trip, which with the 3.5 feat is pretty nasty. I don't think it would make it easier to trip folks in heavy armor, because you'd allow the player to choose which to use: balance or strength. Those in heavy armor would obviously use strength.
 

Interesting idea, and for the record I'm all for more ways to resist Trip, but I don't think a skill check and an ability check are comperable. At all. Escape Artist and BAB are similar enough, even though a first level Rogue could have a +11 to EA with a good dex and a feat, and the best I'd expect to see from attack bonus is an 7, with a first level half orc barbarian with a great strength and weapon focus grapple.
However, Balance and Strength is a bit different... You could have that 11 in Balance, and a 5 to Strength, assuming a 20-21. Now, Armor check penalties apply to balance, but thoise can be overcome. EA and BAB and Balance all scale, but a Strength check never does. Not sure that's the mechanic you're looking for...

- Kemrain the Conserned, but Intrigued.
 

<sheepishly walks back into room>
I thought BAB was included in the trip calculation. ::sigh:: It really was a long weekend. Still, I like the idea that Balance can somehow be used to counteract trip. Perhaps a DC=10+opponents trip result to avoid being tripped.
 

I like the concept, but I might limit it to a +2 synergy bonus with 5+ ranks in balance. Just an idea.
 
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RangerWickett said:
It does, however, make it much much easier to trip someone in full plate, because of armor check penalties. That might be a problem.

Why? This was an actual tactic, especially when puddles were around.

EA and BAB and Balance all scale, but a Strength check never does. Not sure that's the mechanic you're looking for...

Oh, how to balance some semblance of realism with an arbitrary mechanic...or "why is it an opposed strength roll in the first place?"
 

WhyDirt, in my humble opinioni think you have hit the nail on the head.

I do agree that skill in Balance should aid in resisting a Trip attempt so i see no reason whynot to get a Synegry Bonus. It still retains the mechanics as per the PHB but adds that little bit of a bonus for those who have spent points in Balance (primarily Rogues).

One question, has anyone played around with higher synergy bonuses?
Say 10 ranks in Balance would grant a +3 bonus rather than the +2, 15 ranks render a +4 bonus, etc.
 

Increased Synnergy Bonuses..

Just a little hijack, I promise..

I do that in my games, Harry, just as you've descrived. Works out fine, though we've just had people hit their +3 bonus last level. It should only get a little crazy with Diplomacy, but, good liars and people who can read others well SHOULD be the best diplomats.

I do like the synnergy bonus idea for Trip. Makes Balance a useful skill again. It gets my vote!

- Kemrian the Undiplomatic.
 

jessemock said:
Why? This was an actual tactic, especially when puddles were around.

OT: I hope you are not refering to tripping knights so that they could not get back up, and might drown in a puddle....

That is pure hollywood hogwash. Knights in full armor could run and jump and had no problem getting up or getting on their horses.
 

Coredump, I forget which historical personage it was, nor what sort of armour he was wearing ( though it was of a heavier sort) but some french knight was able to do hand-springs, somersaults, and vault on to his mount in full armour. This is a war horse mind you, not some tiny Arabian. While armour might have reduced your mobility and reflexes it was only a relative limit rather than an absolute one.

in fact the only armor that had any sort of aticulation problems were never worn in combat, they were for show (parades) or were designed for tilting (jousting) where articulation would have weakened the protective abilities of the suit and the additional joint mobility might have resulted in more than a few broken bones (not that jousting was ever a gentle pick-the-dandelions sort of sport).
 

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