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Does performing Trip attempts every round ruin Suspension of Disbelief?
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<blockquote data-quote="Intense_Interest" data-source="post: 4336866" data-attributes="member: 65904"><p>I don't even understand how this conversation works in anything beyond the 1st brush of a campaign. The player understands and memorizes his own power limitations before the DM has even rolled up the third encounter of the day.</p><p></p><p>And you can always say you want to trip a guy; you just happen not to be able to use your Super Always Works When It Hits power to trip a guy. And considering that we're already living in Fantasy, I find it acceptable that yes, Dwarf's hearts don't explode at 20STR and there are martial super abilities.</p><p></p><p>Anyway, I have to say I'm not even sure what trip is supposed to mean within the scope of D&D's combat simulation, considering the assumed stances of the system:</p><p></p><p>1- combat occurs in "kindly" 5'x5' squares instead of the clinch-in-a-phonebooth style that modern MMA and most combat defense styles assume and implement.</p><p></p><p>2- there is no groundwork, at all, within the system, meaning that the advantage of the "trip" is the same as the advantage of pushing a guy over: knocking him prone.</p><p></p><p>3- disarming and tripping are action-neutral factors within the game rather than cumulative benefits as would be assumed: a disarmed or tripped fighter will be slightly disadvantaged for that "initiative step", but will be free to spend actions to get to the exact same position beginning his turn and during the next time he could be effected. You spend a standard, he spends a move and maybe some HP, and you're back to start.</p><p></p><p>4- there is a divergent game-expectation between specialists in one type of move versus generalists that have "stunts": you can balance one factor of "trip monkey" for at-will actions within itself, and you can balance varied fighters that pull a stunt when their bag wants it Encounter/Daily style. They do not need to be in the same class or "silo".</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4336866, member: 65904"] I don't even understand how this conversation works in anything beyond the 1st brush of a campaign. The player understands and memorizes his own power limitations before the DM has even rolled up the third encounter of the day. And you can always say you want to trip a guy; you just happen not to be able to use your Super Always Works When It Hits power to trip a guy. And considering that we're already living in Fantasy, I find it acceptable that yes, Dwarf's hearts don't explode at 20STR and there are martial super abilities. Anyway, I have to say I'm not even sure what trip is supposed to mean within the scope of D&D's combat simulation, considering the assumed stances of the system: 1- combat occurs in "kindly" 5'x5' squares instead of the clinch-in-a-phonebooth style that modern MMA and most combat defense styles assume and implement. 2- there is no groundwork, at all, within the system, meaning that the advantage of the "trip" is the same as the advantage of pushing a guy over: knocking him prone. 3- disarming and tripping are action-neutral factors within the game rather than cumulative benefits as would be assumed: a disarmed or tripped fighter will be slightly disadvantaged for that "initiative step", but will be free to spend actions to get to the exact same position beginning his turn and during the next time he could be effected. You spend a standard, he spends a move and maybe some HP, and you're back to start. 4- there is a divergent game-expectation between specialists in one type of move versus generalists that have "stunts": you can balance one factor of "trip monkey" for at-will actions within itself, and you can balance varied fighters that pull a stunt when their bag wants it Encounter/Daily style. They do not need to be in the same class or "silo". [/QUOTE]
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Does performing Trip attempts every round ruin Suspension of Disbelief?
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