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Trip is an Encounter Power now
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<blockquote data-quote="Thyrwyn" data-source="post: 4094344" data-attributes="member: 12354"><p>Personally, I am OK with the per time slot mechanic in general, and I am a big fan of it in this particular instance. Yes, there are several cinematic examples of multiple trip/disarm/sunder attempts. There have also been several testimonies to the effect that in actual fights, it is a rare thing. Even in UFC - how many times does one fighter succeed in "tripping" his opponent <em>while the attacker remains on his feeet</em>? The D&D definition of Trip is not a take-down, it is a put-down.</p><p></p><p><strong>Several things we do not know</strong>:</p><p>1) who says it is limited to fighters? Why can't each class have ways of putting their opponent on the ground within the scope of their schtick? Why should a Wizard have to resort to bashing some clod in the knees to get him to fall down - use your wizardry to Grease the floor or Push his legs out from under him.</p><p>2) Who says it can't be a special attached to certain weapons? Weapons like Spiked Chains and Whips give you 1/encounter Trip power. That seems reasonable to me.</p><p></p><p>Until we se the full rules, speculation is fun - but it is just speculation.</p><p></p><p><strong>Why am I OK with the 1/time rule?</strong></p><p>1) I think this should be an incredibly difficult stunt. Knocking someone else over while remaining on your feet is not easy to do with your hands empty, much less when they are holding something else. Yes, trained Martial Artists (real or cinematic) can do it - accordingly I have no problem only allowing trained (as in "I took the feat/exploit/spell") Fighters (or other) to do it. </p><p>2) While it may seem perfectly reasonable <em>to be able to attempt</em> to knock someone off their feet, actually succeeding is not. The (apparent) 4e solution keeps the narrative of the game flowing - rather than either the player or the GM having to keep track of and add up all sorts of situational modifiers, the player can decide when the circumstances are right for a reasonable attempt. Same outcome, less work, and the player has a greater sense of control over their character's fate. When it works it will mean more - and I feel that it should.</p><p></p><p>...or what SteveC said.</p></blockquote><p></p>
[QUOTE="Thyrwyn, post: 4094344, member: 12354"] Personally, I am OK with the per time slot mechanic in general, and I am a big fan of it in this particular instance. Yes, there are several cinematic examples of multiple trip/disarm/sunder attempts. There have also been several testimonies to the effect that in actual fights, it is a rare thing. Even in UFC - how many times does one fighter succeed in "tripping" his opponent [i]while the attacker remains on his feeet[/i]? The D&D definition of Trip is not a take-down, it is a put-down. [B]Several things we do not know[/B]: 1) who says it is limited to fighters? Why can't each class have ways of putting their opponent on the ground within the scope of their schtick? Why should a Wizard have to resort to bashing some clod in the knees to get him to fall down - use your wizardry to Grease the floor or Push his legs out from under him. 2) Who says it can't be a special attached to certain weapons? Weapons like Spiked Chains and Whips give you 1/encounter Trip power. That seems reasonable to me. Until we se the full rules, speculation is fun - but it is just speculation. [B]Why am I OK with the 1/time rule?[/B] 1) I think this should be an incredibly difficult stunt. Knocking someone else over while remaining on your feet is not easy to do with your hands empty, much less when they are holding something else. Yes, trained Martial Artists (real or cinematic) can do it - accordingly I have no problem only allowing trained (as in "I took the feat/exploit/spell") Fighters (or other) to do it. 2) While it may seem perfectly reasonable [I]to be able to attempt[/I] to knock someone off their feet, actually succeeding is not. The (apparent) 4e solution keeps the narrative of the game flowing - rather than either the player or the GM having to keep track of and add up all sorts of situational modifiers, the player can decide when the circumstances are right for a reasonable attempt. Same outcome, less work, and the player has a greater sense of control over their character's fate. When it works it will mean more - and I feel that it should. ...or what SteveC said. [/QUOTE]
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