robertliguori said:Point the first: They don't happen at your table. You never have to adjucate the result of a cat or catlike creature (possibly a wildshaped halfing druid) facing off against a commoner (because you choose to wave it away).
No, it's because "fight commoners with cats" isn't interesting enough to occupy my time. Maybe one day I'll have a sixteen-event cat-vs-commoner elimination tourney in one of my games and OH NO the verisimilitude will be destroyed because the cats do better than the commoners, but I doubt it.
But more to the point, a person should be able to walk up and try to knock another person over. They might get a sword in the gut for their troubles, and they might not have a terribly good chance of success if they haven't practiced, but it's something that I think is important enough to have rules for.
Would you like to point to the page in the 4E PHB where it say that characters can't do this? Because my copy of 4E is in the other room and I really don't want to stand up to get it.
You know, I'm just going to go ahead and name it the Kamikaze Midget fallacy, since he's explained it so many times.
Please don't burden Mr. Midget with your strawmen. My point is that the per-encounter powers in 4E are no more "poor" than the hit point mechanics in 3E. I'm fine with both.
The 4E trip mechanic was broken by spiked chains and Improved Trip offering free attacks; remove these two problem elements (heck, even remove one of them) and you limit the problem.
Previous attempts on this thread to "limit the problem" with various mechanical contrivances have been shot full of holes; I won't repeat them here.
Plus, if you have the level of mechanical optimization that leads to a gatling-tripper build, then you should be thankful that the player isn't playing a primary caster (or a druid).
So, just because something is poorly done for casters...
Abilities that cause unexplained narrative editing are poor communicative tools to allow the characters to understand the universe.
Hit points are not a tool for understanding the universe. They're a tool for 1) providing mechanical drama and 2) providing plot-immunity. Their interaction with the universe is tertiary at best, and always involves some hand-waving.
Now, you obviously really hate hit points since your objections to per-encounter powers apply to hit points as well, but I'm happy to use them because they make my game run smoother. If you're so opposed to hit points, may I recommend Greg Stolze's excellent Reign, which does not have clumsy mechanics like hit points that cause the unexplained narrative editing that you so strongly dislike?
Geron Raveneye said:Even though it shows my ignorance of the problem due to never having had one of those in one of my games...but what's the big problem about the combination of Spiked Chain and Improved Trip?
Cast enlarge person; trip incoming targets; trigger attacks of opportunity all around; step back; when enemies close, trip incoming targets; trigger...
It got silly. And the thing is, there are ways for the DM to work around it, but as Bagpuss points out, "working around the problem" means, basically, the DM taking full control of how effective the chain-tripper will be in any given combat. The solution is as unsubtle as an antimagic field or are room where you can't teleport due to "magical radiation." I don't like builds whose only defense is a brute-force annulling of their effectiveness.