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<blockquote data-quote="QQQ" data-source="post: 1049079" data-attributes="member: 13544"><p>It's pretty pointless to trip someone that is currently prone.</p><p></p><p></p><p>Why do you want to trip a prone character?</p><p> </p><p></p><p>There is no halfway state in between prone and standing up.</p><p></p><p>What happens in your game if unlucky drinks a healing potion? Has he drunk half the potion before the attack of opportunity occurs, getting half the healing? </p><p></p><p>A silly example: unlucky is hit with a weapon of petrification when standing up. What will his state be when the petrification is removed? </p><p></p><p></p><p>I think its more helpful to keep to the states defined in the combat abstraction.</p><p></p><p></p><p>I'm with you.</p><p></p><p></p><p>Correct. The base rule is AFAIK though that the action completes after the AoO unless it is stated otherwise in the rules. Have you seen it stated otherwise?</p><p></p><p></p><p>I disagree. A trip attacks alters the foes state to prone, nothing more. The tripping has no effect as the target was already prone. Does a successful AoO in your games stop the completion of drinking a potion when the target is in a prone state? IMHO a successful disarm/sunder AoO would stop the drinking but not any other successful attack (including tripping)</p><p></p><p>I think the combat rules have been balanced with the intent of being fun and fast rather than being realistic (e.g. Wizards always getting away with 5 feet steps to avoid AoO). Constant tripping is no fun. Being a Wizard and never being able to cast spells when engaged would not be that much fun either. Having a fair chance to be able to do something in combat is important. Having combats degenerate into tripfests is not the way to go. My paranoid self is still worried about the game becoming a grapplefest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I think that invention of new states opens up to many cans of worms.</p></blockquote><p></p>
[QUOTE="QQQ, post: 1049079, member: 13544"] It's pretty pointless to trip someone that is currently prone. Why do you want to trip a prone character? There is no halfway state in between prone and standing up. What happens in your game if unlucky drinks a healing potion? Has he drunk half the potion before the attack of opportunity occurs, getting half the healing? A silly example: unlucky is hit with a weapon of petrification when standing up. What will his state be when the petrification is removed? I think its more helpful to keep to the states defined in the combat abstraction. I'm with you. Correct. The base rule is AFAIK though that the action completes after the AoO unless it is stated otherwise in the rules. Have you seen it stated otherwise? I disagree. A trip attacks alters the foes state to prone, nothing more. The tripping has no effect as the target was already prone. Does a successful AoO in your games stop the completion of drinking a potion when the target is in a prone state? IMHO a successful disarm/sunder AoO would stop the drinking but not any other successful attack (including tripping) I think the combat rules have been balanced with the intent of being fun and fast rather than being realistic (e.g. Wizards always getting away with 5 feet steps to avoid AoO). Constant tripping is no fun. Being a Wizard and never being able to cast spells when engaged would not be that much fun either. Having a fair chance to be able to do something in combat is important. Having combats degenerate into tripfests is not the way to go. My paranoid self is still worried about the game becoming a grapplefest ;) I think that invention of new states opens up to many cans of worms. [/QUOTE]
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