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Trip is an Encounter Power now
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<blockquote data-quote="Li Shenron" data-source="post: 4090617" data-attributes="member: 1465"><p>Same feelings here.</p><p></p><p></p><p></p><p>The problem is that for magic-type characters this is very easy to design. But the game also has characters whose concept is non-magical (at least at the start of their career and for a while). Fighters, rogues, barbarians are characters who do "normal" things, but much better than the average person. Spellcasters do "abnormal" things. </p><p></p><p>While there is no problem in making spells simply unavailable to everybody else (and limited daily, for arcane reasons), doing so for fighting or roguish skills is a big blow to suspension of disbelief. Some people can easily play with SoD in every case, but other people like me cannot go too far.</p><p></p><p>3ed had a brilliantly simple way to address special fighting manoeuvres. Everything you could possibly think about, you could do, but it was by default unconvenient unless you had special training. The -4 penalty to tripping, disarming, sundering is effective to make the manouevre not-worth. The specific feats which remove the penalty change it to worth it.</p><p></p><p>From 4e, I was expecting this very simple rules to be extended to many more manoeuvres. That would have saved both believability and balance. Then the 3e feat could have been turned into a 4e at-will power.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4090617, member: 1465"] Same feelings here. The problem is that for magic-type characters this is very easy to design. But the game also has characters whose concept is non-magical (at least at the start of their career and for a while). Fighters, rogues, barbarians are characters who do "normal" things, but much better than the average person. Spellcasters do "abnormal" things. While there is no problem in making spells simply unavailable to everybody else (and limited daily, for arcane reasons), doing so for fighting or roguish skills is a big blow to suspension of disbelief. Some people can easily play with SoD in every case, but other people like me cannot go too far. 3ed had a brilliantly simple way to address special fighting manoeuvres. Everything you could possibly think about, you could do, but it was by default unconvenient unless you had special training. The -4 penalty to tripping, disarming, sundering is effective to make the manouevre not-worth. The specific feats which remove the penalty change it to worth it. From 4e, I was expecting this very simple rules to be extended to many more manoeuvres. That would have saved both believability and balance. Then the 3e feat could have been turned into a 4e at-will power. [/QUOTE]
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