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*Pathfinder & Starfinder
Trip is an Encounter Power now
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<blockquote data-quote="FourthBear" data-source="post: 4090702" data-attributes="member: 55846"><p>Oh, I'd consider the lack of basic trip rules a flaw as well. I think that it's a flaw that currently I am willing to accept as a trade off for rules that promote a table game that I want to see.</p><p></p><p>As others have said, there are several ways I can see to resolve this:</p><p></p><p>1) Add Trip back to the basic rules as a powerful, useful option in combat, similar to 3e. Problem: Trip, Trip, Tripping characters that can bypass hit points to shut down opponents.</p><p></p><p>2) Add Trip back to the basic rules, but greatly limit its power and usefulness in combat. Problem: why bother leaving it in the rules if you weaken it to the point no one uses it?</p><p></p><p>3) Add Trip back to the basic rules very weakened, but allow characters to focus their characters on Tripping to make it an option. Problem: You can be guaranteed that the Trip optimized character will be Trip, Trip, Tripping round after round after round.</p><p></p><p>4) Work out a new Trip system that works out opportunity and opponent skill in some unknown way that keep Trip a viable combat option, but prevents it from becoming a combat tactic with greater frequency than would be seen in real world combat or fantasy fiction. Problem: all systems I've thought of would significantly complicate the game or be tedious to keep track of. If someone has a good idea, I'm all for it, though.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4090702, member: 55846"] Oh, I'd consider the lack of basic trip rules a flaw as well. I think that it's a flaw that currently I am willing to accept as a trade off for rules that promote a table game that I want to see. As others have said, there are several ways I can see to resolve this: 1) Add Trip back to the basic rules as a powerful, useful option in combat, similar to 3e. Problem: Trip, Trip, Tripping characters that can bypass hit points to shut down opponents. 2) Add Trip back to the basic rules, but greatly limit its power and usefulness in combat. Problem: why bother leaving it in the rules if you weaken it to the point no one uses it? 3) Add Trip back to the basic rules very weakened, but allow characters to focus their characters on Tripping to make it an option. Problem: You can be guaranteed that the Trip optimized character will be Trip, Trip, Tripping round after round after round. 4) Work out a new Trip system that works out opportunity and opponent skill in some unknown way that keep Trip a viable combat option, but prevents it from becoming a combat tactic with greater frequency than would be seen in real world combat or fantasy fiction. Problem: all systems I've thought of would significantly complicate the game or be tedious to keep track of. If someone has a good idea, I'm all for it, though. [/QUOTE]
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