Silver Griffon
Explorer
Anyone who has been on either side of a martial arts throw knows that being slammed into the ground hurts. It has always bothered me a little bit that when a monk "trips" a character it doesn't hurt. Being tripped unexpectedly with a chain, flail or other weapon also results in being slammed into the ground. Hard. When you are forcibly introduced to the ground, it is much worse than just falling down. (Although that can be damaging as well, its not very heroic to have your wizard break a hip on the way to the john.
)So, I would like input on the following house rules for trip attacks.
Being tripped causes 1d6 falling damage. This damage is subdual damage. Very soft ground reduces the damage to 1d4 subdual. Someone who is tripped can make a Jump or Tumble check (DC15) to avoid the falling damage entirely. Note that the Jump skill can be used untrained, so anyone has a chance to avoid this damage.
This sparks the idea for some new feats:
Mighty Trip(Fighter, General)
You can put extra force behind your trip attacks.
Benefit: When you trip someone, you can add your Str modifier to any falling damage the target suffers from the trip. If you performed the trip with two hands or with a two-handed weapon, you add 1.5 times your Str modifier.
Normal: Strength does not add to damage suffered from a trip.
Great Trip(Fighter, General)
You can throw an opponent to the ground with lethal force.
Prerequisites: Mighty Trip
Benefit: When you trip someone, you deal real damage instead of subdual damage.
Breakfall(General)
You are highly skilled at the art of reducing falling damage.
Benefit: You get a +4 competence bonus on all Jump or Tumble checks made to reduce falling damage.
Edited due to feedback.

Being tripped causes 1d6 falling damage. This damage is subdual damage. Very soft ground reduces the damage to 1d4 subdual. Someone who is tripped can make a Jump or Tumble check (DC15) to avoid the falling damage entirely. Note that the Jump skill can be used untrained, so anyone has a chance to avoid this damage.
This sparks the idea for some new feats:
Mighty Trip(Fighter, General)
You can put extra force behind your trip attacks.
Benefit: When you trip someone, you can add your Str modifier to any falling damage the target suffers from the trip. If you performed the trip with two hands or with a two-handed weapon, you add 1.5 times your Str modifier.
Normal: Strength does not add to damage suffered from a trip.
Great Trip(Fighter, General)
You can throw an opponent to the ground with lethal force.
Prerequisites: Mighty Trip
Benefit: When you trip someone, you deal real damage instead of subdual damage.
Breakfall(General)
You are highly skilled at the art of reducing falling damage.
Benefit: You get a +4 competence bonus on all Jump or Tumble checks made to reduce falling damage.
Edited due to feedback.
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