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General Tabletop Discussion
*TTRPGs General
Does performing Trip attempts every round ruin Suspension of Disbelief?
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<blockquote data-quote="conanb" data-source="post: 4335373" data-attributes="member: 17930"><p>I'd like to throw this out there because my 3.5 game had a ton of this and my 4.0 game does not. We had players who built their guys in 3.5 with an amazingly high trip ability as well as guys who did the disarm trick. The fact is while gaming the system under 3.5 it's possible to get an amazingly stupid trip attempt bonus (like +14 vs. someone +5 to avoid). The fact was that when they got this far into statting their character they could trip anything that could be tripped and they did it every round. Fully possible, within the rules, and let me say was frustrating as hell to play with. As a DM I hated playing against it because the way the trip feat works in 3.5 allows them to trip attempt on the attack, and an attack when they succeed. Then an opportunity attack when they get up from everyone around them. It was stupid. I had to create bad guys that were specifically geared to face trip attempts to make it even challenging, which then pushed the suspension of belief even further. "How come everyone we fight has attack from prone?" I am not saying that your players were powergamers as bad as I had, but it is well within the realm of possibility. Enough that I ended up having to house rule both trip & disarm to balance them out. </p><p></p><p>Now I personally find tripping every round to be stupid. The guy keeps falling for the same thing? I would think after say the 2nd or 3rd time he's put two and two together and stop. If I was running a 3.5 game again I would start applying a running bonus to the oppnent's roll based on the number of trip attempts the player's done. +1 on the 2nd time, +2 on 3rd, +3 on 4th, etc going up. Eventually your not going to pull that anymore. </p><p></p><p>That's why I tolerate it under 4th. I describe it to my players that once they've pulled off a trick in combat, the enemy probably won't fall for it again. We are talking about setting up a house rule to use action points to allow for reuse of abilities as well as actions, but we've yet to implement it. Right now we'd apply it to encounter powers only. Dailies are dailies are dailies as we say. </p><p></p><p>So when it comes to suspension of belief, I think both have problems and they're both fixable if you house rule them. But 3.5 and 4.0 don't really deal with trip in a way I find satisfactory.</p></blockquote><p></p>
[QUOTE="conanb, post: 4335373, member: 17930"] I'd like to throw this out there because my 3.5 game had a ton of this and my 4.0 game does not. We had players who built their guys in 3.5 with an amazingly high trip ability as well as guys who did the disarm trick. The fact is while gaming the system under 3.5 it's possible to get an amazingly stupid trip attempt bonus (like +14 vs. someone +5 to avoid). The fact was that when they got this far into statting their character they could trip anything that could be tripped and they did it every round. Fully possible, within the rules, and let me say was frustrating as hell to play with. As a DM I hated playing against it because the way the trip feat works in 3.5 allows them to trip attempt on the attack, and an attack when they succeed. Then an opportunity attack when they get up from everyone around them. It was stupid. I had to create bad guys that were specifically geared to face trip attempts to make it even challenging, which then pushed the suspension of belief even further. "How come everyone we fight has attack from prone?" I am not saying that your players were powergamers as bad as I had, but it is well within the realm of possibility. Enough that I ended up having to house rule both trip & disarm to balance them out. Now I personally find tripping every round to be stupid. The guy keeps falling for the same thing? I would think after say the 2nd or 3rd time he's put two and two together and stop. If I was running a 3.5 game again I would start applying a running bonus to the oppnent's roll based on the number of trip attempts the player's done. +1 on the 2nd time, +2 on 3rd, +3 on 4th, etc going up. Eventually your not going to pull that anymore. That's why I tolerate it under 4th. I describe it to my players that once they've pulled off a trick in combat, the enemy probably won't fall for it again. We are talking about setting up a house rule to use action points to allow for reuse of abilities as well as actions, but we've yet to implement it. Right now we'd apply it to encounter powers only. Dailies are dailies are dailies as we say. So when it comes to suspension of belief, I think both have problems and they're both fixable if you house rule them. But 3.5 and 4.0 don't really deal with trip in a way I find satisfactory. [/QUOTE]
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Does performing Trip attempts every round ruin Suspension of Disbelief?
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