Getting Better at Trip Attacks?

shadowlight

First Post
I just started a new campaign last night, and I'm playing a character who is focusing on trips and disarms - which I've never really used before.

After trying - and failing - several trip attemps, I decided that the default trip rules are pretty weak. My main issue with them is that regardless of your level, skill, etc., it all comes down to opposed ability checks. Say you have a 20th level fighter vs. a 1st level fighter. They both have all 10s for their ability scores. Assuming their melee touch attacks hit, they would both have the same chance of tripping each other.

Even taking the Improved Trip feat doesn't actully increase your chances of tripping someone.

Does anyone know of some way of modifying the default Trip mechanic so that you can actually get better at tripping?

Thanks!
 

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1st you need the following feats
combat expertise
improved disarm
improved trip

2nd get weapons with boni on those rolls, guisarme, flail...look through the PHB there are already enough, included, look through other books as well.

3rd get potions of Enlarge Person (1st lvl spell) this will make your character large in size! Now you get an additional bonus on trip attempts increased reach as well.

4th take lvls in Barbarian class and use the Rage abilitybecome a CLR with the Strenght Domain
get Bull's Strenght potions
get Quick Draw, Prone Attack, Combat Reflexes
use Reach weapons
look out for Magic Items that further your goals.

Check out this link
http://www.enworld.org/forums/showthread.php?t=80166
 

Hmmm... Those things will definitely make you better at trip attacks, but they're pretty artificial... by which I mean that they don't really model someone practicing and training and getting better at trip attacks...

Any ideas on how to do that?
 

Yeah. As usual in D&D, you don't get better at anything (except hitting more often and better), you rather buy magic items. Sooo... get a strength booster +6, some inherent strength bonus, turn into a half-dragon and start as half-ogre... if you wanna be perfect, go half-orc/half-ogre.

There aren't any weapons with bonuses to trip, only disarm IIRC.

Check out the "Mr. Tripper" thread below for more hints how to get a good tripper (pun intended).

Edit: Improved Trip (the feat) gives a +4 bonus on the trip checks. At least in 3.5.
 
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shadowlight said:
Hmmm... Those things will definitely make you better at trip attacks, but they're pretty artificial... by which I mean that they don't really model someone practicing and training and getting better at trip attacks...

Any ideas on how to do that?

Well Improved Trip does actually give you a +4 bonus. You might consider a further feat Superior Trip, with an additional +2 or +4 bonus with appropriate prereqs. I'd be hesitant to grant more than an additional +2. The essential practive and technique are covered by the desirability of proficiency with a tripping weapon and the two feats involved.
 

Darklone said:
Yeah. As usual in D&D, you don't get better at anything (except hitting more often and better), you rather buy magic items. Sooo... get a strength booster +6, some inherent strength bonus, turn into a half-dragon and start as half-ogre... if you wanna be perfect, go half-orc/half-ogre.

There aren't any weapons with bonuses to trip, only disarm IIRC.

Check out the "Mr. Tripper" thread below for more hints how to get a good tripper (pun intended).

Edit: Improved Trip (the feat) gives a +4 bonus on the trip checks. At least in 3.5.
That's probably part of my problem... I'm still using 3.0...
 

3.5 Improved Trip gives you +4 to the trip checks--a rather sizable advantage for your str 10 trip fighter.

Jorgundbord gives you bonusses as well.

From experience, I can say that getting much more than that through feats/training would probably unbalance the game unless the mechanics were changed. As it is, a 9th level fighter/wizard/eldritch knight with Improved trip, polymorphed into an Annis has +15 to his trip check against a pretty much best case resist of +14 (strength 30 dwarf fighter--with that kind of strength, he's probably level 16-20). Bull's Strength the fighter/wizard and he's got +17. If the character hits the dwarf with a ray of enfeeblement first (quickened at slightly higher levels), the dwarf is now at +10. Were he human, he'd be at +6. And there are all sorts of other magic spells to make you stronger or your opponents weaker. And even before that point, it's almost a foregone conclusion that the guy being tripped will end up on the ground.

shadowlight said:
Hmmm... Those things will definitely make you better at trip attacks, but they're pretty artificial... by which I mean that they don't really model someone practicing and training and getting better at trip attacks...

Any ideas on how to do that?
 

So I'm considering a feat that would scale with your BAB.

Supercool Trip
Prereq: Improved Trip
Benefit: You can add half your BAB to your opposed ability check to trip an opponent (doesn't stack with the Improved Trip bonus)

Or maybe

Ultracool Trip
Prereq: Improved Trip, Power Attack
Benefit: You can subtract up to 5 from your melee attack roll and add it to your opposed ability check to trip an opponent. Stacks with Improved Trip.

What do you think?
 

Elder-Basilisk said:
3.5 Improved Trip gives you +4 to the trip checks--a rather sizable advantage for your str 10 trip fighter.

Jorgundbord gives you bonusses as well.

From experience, I can say that getting much more than that through feats/training would probably unbalance the game unless the mechanics were changed. As it is, a 9th level fighter/wizard/eldritch knight with Improved trip, polymorphed into an Annis has +15 to his trip check against a pretty much best case resist of +14 (strength 30 dwarf fighter--with that kind of strength, he's probably level 16-20). Bull's Strength the fighter/wizard and he's got +17. If the character hits the dwarf with a ray of enfeeblement first (quickened at slightly higher levels), the dwarf is now at +10. Were he human, he'd be at +6. And there are all sorts of other magic spells to make you stronger or your opponents weaker. And even before that point, it's almost a foregone conclusion that the guy being tripped will end up on the ground.
What's Jorgundbord?

You're probably right though. The best solution would probably be to just use the 3.5E version of the Improved Trip feat.
 
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D&D is all about using magic items to even the odds, or why do characters have a higher starting money at higher lvls.
Yes without magic items and spells you'll and up as no really good tripper, but why would anyone not use magic to get better. You'll take a +5 sword without wondering to deal more damage and hit better, why not take another magic weapon that you can trip better your opponent.

Maybe someone should merge those two topics!
 

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