delericho
Legend
hong said:You've been waiting YEARS to bring up this scenario, haven't you?
Absolutely. It has long been a dream of mine to do a D&D/Turtles crossover.

hong said:You've been waiting YEARS to bring up this scenario, haven't you?
In a real-world example, yes. As someone with some martial arts and martial weapon training, I have to say that tripping in actual combat (i.e. vs. another aware and trained fighter) is very difficult and requires specialized training. Even "basic" martial arts is specialized training. Grappling on the other hand is very easy. Ever seen or been in a schoolyard fight? After 2-3 "punches" they usually devolve into grapples. Even in the UFC, most bouts turn into grapples. All one has to do is grab your opponent and drag them down. I personally see no issue with grappling being easier than tripping. JMHO.Falling Icicle said:Okay, so its really hard to trip someone, so hard it requires an encounter power, but grappling them, that's easy?
Sorry, I'm just not seeing it.
FitzTheRuke said:Those stating that "You should be able to attempt a trip at any time" are missing the fact that you can ONLY attempt a trip when your opponent gives you the opportunity, or you risk it all (IE failure is death), so you simply have to wait, or be prepared to abandon an attempt as soon as it is clear that it will fail, which is often well before the attempt is even started.
Khaalis said:In a real-world example, yes. As someone with some martial arts and martial weapon training, I have to say that tripping in actual combat (i.e. vs. another aware and trained fighter) is very difficult and requires specialized training. Even "basic" martial arts is specialized training. Grappling on the other hand is very easy. Ever seen or been in a schoolyard fight? After 2-3 "punches" they usually devolve into grapples. Even in the UFC, most bouts turn into grapples. All one has to do is grab your opponent and drag them down. I personally see no issue with grappling being easier than tripping. JMHO.
But does an OA make it tactically "unsound" enough? And in 3E, if you take a feat or the right weapon, suddenly it's always "tactically sound"? You could forbid such a feat, but if there is a precedence for OA negating feats, how do you explain this?Falling Icicle said:So basically, what you're saying is that tripping is normally not a very tactically sound idea? Okay fine, have it provoke an opportunity attack then. That would be enough to discourage abuse, and it would be fairly realistic since, as you say, attempting such a maneuver opens your defenses.
Or, you know...he could just deal non-lethal in 3rd Edition...or the equivalent in 4th. Which is the way to incapacitate them without killing them.delericho said:Unfortunately, in 4e, they can't do this. Only the Fighter was able to learn the Trip power, and he can do it only once in the encounter - and that's assuming he learnt it at all.
Majoru Oakheart said:This is where I disagree. I do not believe the 3rd Edition designers were TRYING to get the results they did.
They approached game design from a very simulationist point of view. The idea before was "create rules that simulate real life and then end up with results that look like real life".
Majoru Oakheart said:"Anyone can attempt a trip in real life, they just might not be good at it. So, we give them all the ability to do it but we make it hard unless they are specifically trained at it. In real life, even people who are specifically trained at tripping don't do it every attack during a combat, so that's likely what will happen with these rules."
However, the results were that people with improved trip who made their character to do it tried it almost every attack. So, it was a different result than they expected.
Majoru Oakheart said:Now, there are two ways of solving this if you want to model what happens in real life:
1. Adjust the numbers so that Trip is not longer an attractive option every round.
2. Adjust the rules so you aren't allowed to Trip every round.
The first option is EXTREMELY hard to get right as shown in 3e. Even when you think you have the numbers just right people surprise you by stacking bonuses or feats or tactics together in a way that makes the option more attractive than you expected and they do it every round again.
That makes sense to me. Most of the time I've seen successful 'trip attacks' happen IRL, it's been something like that (immediately following a grapple, or thereabouts.)Plane Sailing said:/Side note: In my sci-fi RPG rules, I made trip an option that can only chosen *after* you have grappled someone, since to my understanding that is the most likely circumstances for it to happen anyway.