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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trip? Disarm? Sunder? Gone forever?
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<blockquote data-quote="Grabuto138" data-source="post: 4265730" data-attributes="member: 61053"><p>Spoiler Warning for those who did not happen to benefit from the mistakes of certain online vendors…</p><p></p><p>From a cursory look:</p><p></p><p>Spinning Sweep (F-at will), Serpent Dance Strike (F-Daily), Vorpral Tornado (F-Encounter), Topple Over (R-Encounter) are essentially trip.</p><p>Exorcism of Steal (F-Enounter) is disarm</p><p></p><p>There are also a variety of ways to Daze, Stun, Immobilize, Blind, Slow, Weaken, reduce AC and saves, reduce the ability to hit, and move your opponent all over the place against their will. </p><p></p><p>Seems a fair trade off to me.</p><p></p><p>I am not at the point that I can fully intellectualize this, but I think the idea of a house rule to allow trips and sunders with a basic attack won’t work with the fundamental framework, or philosophy, of the game. The basic attack is suboptimal. Players will, at all times, be using an ability unless otherwise prevented. To introduce the ability to sunder, disarm and trip will essentially be creating three at-will powers that all classes have access to. It will also step on the fighter and rogue, at least. (I haven’t read through all the classes yet). </p><p></p><p>Personally, I would not allow anyone to trip or disarm as a matter of course. In specific circumstances that are cinematic or interesting (the wizard snatches the dagger from the possessed princess or trips the guard before he sounds the alarm) I would make it an opposed ability check with appropriate skill and circumstance modifiers to make it as easy or difficult as it needs to be to make a good story.</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 4265730, member: 61053"] Spoiler Warning for those who did not happen to benefit from the mistakes of certain online vendors… From a cursory look: Spinning Sweep (F-at will), Serpent Dance Strike (F-Daily), Vorpral Tornado (F-Encounter), Topple Over (R-Encounter) are essentially trip. Exorcism of Steal (F-Enounter) is disarm There are also a variety of ways to Daze, Stun, Immobilize, Blind, Slow, Weaken, reduce AC and saves, reduce the ability to hit, and move your opponent all over the place against their will. Seems a fair trade off to me. I am not at the point that I can fully intellectualize this, but I think the idea of a house rule to allow trips and sunders with a basic attack won’t work with the fundamental framework, or philosophy, of the game. The basic attack is suboptimal. Players will, at all times, be using an ability unless otherwise prevented. To introduce the ability to sunder, disarm and trip will essentially be creating three at-will powers that all classes have access to. It will also step on the fighter and rogue, at least. (I haven’t read through all the classes yet). Personally, I would not allow anyone to trip or disarm as a matter of course. In specific circumstances that are cinematic or interesting (the wizard snatches the dagger from the possessed princess or trips the guard before he sounds the alarm) I would make it an opposed ability check with appropriate skill and circumstance modifiers to make it as easy or difficult as it needs to be to make a good story. [/QUOTE]
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Trip? Disarm? Sunder? Gone forever?
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