tombowings said:We'll know in two weeks. But until then, I would rule a standard action.
Primal said:Skill checks are most likely "out of combat" stuff only. Trip, Disarm etc. are Fighter Powers usable once/encounter -- nobody else may try them.
Mouseferatu said:And there are plenty of ways other than "fighter powers" to trip or disarm an enemy, thanks.
Mouseferatu said:Plenty of use for skills in combat: Stealth to hide behind things and set up sneak attacks, Athletics to jump down or climb up ledges, Acrobatics to swing on stuff...
And there are plenty of ways other than "fighter powers" to trip or disarm an enemy, thanks.
More easily set-up, takes less turns, can cause additional effects, etc.Primal said:Then why are they once/encounter Fighter Powers in the first place, if the intended reason was to limit "one trick ponies" who constantly trip/disarm their opponents? If it's possible to trip or disarm someone without taking those Powers, who would take them?
MindWanderer said:At DDXP, my party warlock attempted to disable the traps in the second encounter during combat. Assuming the DM ran it correctly, it was a standard action, and only a single success necessary. I hope that's the case; those skill challenges for traps in the preview make is so that disabling a trap in combat is nearly impossible.
Primal said:Skill checks are most likely "out of combat" stuff only. Trip, Disarm etc. are Fighter Powers usable once/encounter -- nobody else may try them.
Primal said:Skill checks are most likely "out of combat" stuff only. Trip, Disarm etc. are Fighter Powers usable once/encounter -- nobody else may try them.
Primal said:Then why are they once/encounter Fighter Powers in the first place, if the intended reason was to limit "one trick ponies" who constantly trip/disarm their opponents? If it's possible to trip or disarm someone without taking those Powers, who would take them?
Mort_Q said:So basically, everyone can attempt to trip, but some fighter powers, for example, are like the fighter having improved trip.
So, for example, even if the rulebooks don't specifically have a section on tripping, you could rule on the fly that the dwarf fighter knocking a minotaur on its ass might be Str vs. Fortitude, but the halfling rogue tangling herself up between the orc's legs to trip it might be Dex vs. Reflex. 4e is a "can do" system in this way.Mouseferatu said:It would be more accurate to say that the system is designed (and there are sections that talk specifically about this) to enable players to try all sorts of weird stuff. One can use the system for tripping, sure enough; one can also use it for cutting the rope on a chandelier and dropping it on someone's head.![]()
MindWanderer said:So, for example, even if the rulebooks don't specifically have a section on tripping, you could rule on the fly that the dwarf fighter knocking a minotaur on its ass might be Str vs. Fortitude, but the halfling rogue tangling herself up between the orc's legs to trip it might be Dex vs. Reflex. 4e is a "can do" system in this way.
MindWanderer said:So, for example, even if the rulebooks don't specifically have a section on tripping, you could rule on the fly that the dwarf fighter knocking a minotaur on its ass might be Str vs. Fortitude, but the halfling rogue tangling herself up between the orc's legs to trip it might be Dex vs. Reflex. 4e is a "can do" system in this way.
bert1000 said:While I believe in the "yes you can try" mantra, I also agree with primal and others that any mechanical benefits from skill checks in combat have to be weighed against powers.