Countering Improved Trip

Elder-Basilisk

First Post
3.5 has made tripping a very effective tactic. I played my first mid-high (10-12 level) living Greyhawk game in 3.5 last night and I was impressed by how much devastation even a Ftr 1/Wiz 10/Eldritch Knight 1 can dish out using a guisarme and improved trip while polymorphed into a troll or an Annis hag. In the low-mid level (6-7) 3.5 home game I'm playing, I've also beat my DM into a state of shock with how effective my dwarf Ftr 4/Bbn 3 with improved trip and a dwarven waraxe is.

As a DM and a writer, I expect that I will have to deal with PCs with improved Trip. As a player, I expect that in a few weeks to a few months, I will have to deal with villains using improved trip. What do you suggest for doing this? I've a few thoughts of my own which I'll lay out:

Tripping is a based on an opposed strength check (at +4 if you've got Improved Trip). Since you could lose your weapon or be tripped yourself if you fail, it's very much a game of playing the numbers. When my character is in troll form, he's got +14 to his trip roll (+6 strength, +4 size, +4 Improved Trip). When my dwarf character is raging, bull's strengthed, and enlarged, he has +17 (+9 strength, +4 size, +4 improved trip) to the roll to trip his foes and +21 to avoid being tripped himself (+4 stability (dwarf). A foe who can get within two to four points of those numbers is much safer than one who can't.

So, what foes are not very vulnerable to improved trip?
1. large animals. They typically have a high strength, which, combined with +4 for size, and +4 for four legs makes attempting to trip them a risky proposition.
2. Anything huge. Bipedal huge creatures might only have +8 for being huge but that and the usual strength they have makes it rare for characters to have the strength advantage.
3. Enlarged (or large) raging barbarians. The combination of high strength and large size means that most such foes will be in the same ballpark as the characters tripping them--making it a risky (although probably still worthwhile) proposition.
4. Giants. Again, it's probably still worth trying to trip them but they will usually stand a very good chance of not being tripped.

Now, most of that is for the DM. Fighter-type characters who want to resist tripping foes need their own strategies.
1. Enlarge Person/Mass Enlarge Person/Righteous Might. If you're large too, a lot of the tripper's comparative advantage goes away.
2. Ray of Enfeeblement. Knocking 8 points off the tripper's strength score is a double-whammy. He has more trouble hitting and he has more trouble winning the opposed strength contest.
3. Feeblemind/Touch of Idiocy. If his int is 1, he doesn't qualify for Combat Expertise and therefore can't use Improved Trip.
4. Blink/Displacement/Greater Invis: a 50% miss chance on the trip and a 50% miss chance on the subsequent attack make Improved Trip markedly less effective. Also, being invisible means you don't provoke AoOs so you can stand up without provoking--thus negating one of the big advantages of Improved Trip (the ability to trade one attack for two (improved trip and the standing up AoO)).
5. Mirror Image: This falls under the general category of "not getting hit" but multiple images make a foe unlikely to successfully trip you.
6. Improved Grapple: It's fairly easy to hit your foe with a touch attack--even at the -4 for being prone. And being prone doesn't inflict any penalties upon your grapple checks.
7. Obscuring Mist: Trips are really nasty in combination with combat reflexes. Obscuring mist at least prevents foes from being able to see you at more than 5 feet and thus prevents foes from tripping you as you approach them and depriving you of the ability to attack.

Any other strategies for fighting tripping opponents?
 

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Well...

IMO, just change it. Its stupid. D&D uses a vague system of hitpoints and lack of specific damage... Then tries to integrate a specific combat manuever like this. And fails horribly. Its not only overpowered, its retarded. It seriously makes me think of playing mortal combat when they'd keep trip-killing you until you punched them IRL. Follow this suggestion, punch the DM or player in the stomach, irl. Then push them down. Repeat.

Curugul

Ps. Yes, I'm bitter, sorry
 
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Elder-Basilisk said:
3.5 has made tripping a very effective tactic.

Even more so in the ToEE computer game. The first thing any prone creature does on its initiative is to stand up. So if your Enlarge Person'd, Bull's Strength'd, Improved Trip monkey knocks someone over, and you rush all your characters to stand next to them, they provoke lots and lots of AoOs as soon as their initiative comes up...

-Hyp.
 

Yeah, I'm generally of the opinion that the stat-buffs are pretty much a waste of time in 3.5 but I'll have to make an exception for Bull's Strength. Sure, it's not as good as Enlarge Person but, combined with Enlarge Person, it can turn a party's trip monkey into an incredible force multiplier.

Hypersmurf said:
Even more so in the ToEE computer game. The first thing any prone creature does on its initiative is to stand up. So if your Enlarge Person'd, Bull's Strength'd, Improved Trip monkey knocks someone over, and you rush all your characters to stand next to them, they provoke lots and lots of AoOs as soon as their initiative comes up...

-Hyp.
 

Hmm,... Ray of Enfeeblement, Reduce Person...

Sunder the reach/trip weapon.

Take Immovability (KPG). Be a dwarf.

Don't get hit. Disarm your opponent at first. Grapple. This may sound weird, but if you're grapple specialist, you can grapple your opponent (if he has not more reach) after he knocked you prone...
 

Dispel their buffs. Seriously. If you have a recurring villain against a buff heavy party, then he/she knows to dispel their buffs. Just ambushing them to dispel their buffs for the day is sure to decrease their potential. Buffing in the middle of combat is kind of risky, especially if the oppenents have great numbers (and all have good ref saves).
 

Hypersmurf said:
Even more so in the ToEE computer game. The first thing any prone creature does on its initiative is to stand up. So if your Enlarge Person'd, Bull's Strength'd, Improved Trip monkey knocks someone over, and you rush all your characters to stand next to them, they provoke lots and lots of AoOs as soon as their initiative comes up...

-Hyp.

Yes it's annoying that. I healed an unconcious wizard and she proceeded to get up automatically on her next initiative, provoking about 6 AoOs & killing her instantly..
 

Curugul said:
It seriously makes me think of playing mortal combat when they'd keep trip-killing you until you punched them IRL.

You must not have been very good at Mortal Kombat then to fall (pun intended) for this tactic =P
 

A few thoughts...

1) Improved Trip adds +4 when the character initiates a Trip. It doesn't help when that character is tripped by a foe. Only Strength and things like Stability and having a few extra legs help avoid being Tripped.

2) Characters that make use of the special combat manuevers pretty much demand opponents who also use them. Someone already mentioned Sundering and Disarming. Add to that opponents who use teamwork, and reach weapons... An Enlarged, Bull-Strengthed Ogre or Troll with a few Feats would do wonders to knock the trip-monkey down a few pegs...

And this shouldn't be construed as picking on the trip-monkey [I play one now...]. DM'ing is all about providing the players with the right amount of challenge. If that means occationally pitting them against adversaries who are improbably suited for fighting them, so be it.

3) Fighter classed trip-monkeys have bad Will saves. My current PC got cut to ribbons thanks to one Hold Person spell a few weeks back [even w/the every-round save, it tought to roll a natural 19...].

4) An enemy that is tearing your minions up with their fancy tricks quickly goes to th e top of your To Kill list. If you're smart...

5) Consider making it easier to beat the AoO for standing from prone, at least for lightly armed, acrobatic characters. Allow a Tumble crawl, or Tumbling from prone, or an easier kip-up.

6) For strong characters who get Tripped, consider tripping back [that -4 isn't so bad in a touch attack situation].
 

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