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*Pathfinder & Starfinder
Trip ... Prone ... Getting Up
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<blockquote data-quote="UltimaGabe" data-source="post: 1501031" data-attributes="member: 16019"><p>In my group, we play that getting up from prone doesn't incur attacks of opportunity. Why? Well, first off, I understand that it's illogical, as you pretty much have to drop your guard in order to get up off the ground. However, the game can be far too unbalanced the way it is. Imagine a Fighter, putting all of his abilities and magic into Strength, and he decides to wield a Spiked Chain. Not only that, he gets Expertise and Improved Trip. Then he makes his Spiked Chain a Tripping weapon (A&EG, CW). After all of this, he's got around a +15 or so to all trip attempts. In battle, unless he never fights anything but large+ creatures, or monsters with several legs, everything he attacks is going to be tripped and attacked (thanks to the extra attack granted by Improved Trip). Once its turn comes around, it tries to get up, so he trips it again and attacks it again, and its action is wasted. It uses its standard action to get up again, no longer incurring any attacks of opportunity (since you can only get 1 attack of opportunity against a single target in a round, regardless of feats). So that monster's turn is over. Once the Fighter's turn comes back, he trips it again, gaining an extra attack. When it tries to get up again, he trips it and attacks it again.</p><p></p><p>Therefore, unless the Fighter rolls really low, and the monster rolls really high, the Fighter is going to be able to take out any one opponent (or more, if he has iterative attacks and/or Combat Reflexes) without taking even a single attack. Being tripped is bad enough- but giving the person who tripped you a free attack (and being tripped again, if they have Improved Trip) just makes it even worse. It may be illogical not to allow it, but it makes Fighters with Improved Trip FAR too powerful.</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1501031, member: 16019"] In my group, we play that getting up from prone doesn't incur attacks of opportunity. Why? Well, first off, I understand that it's illogical, as you pretty much have to drop your guard in order to get up off the ground. However, the game can be far too unbalanced the way it is. Imagine a Fighter, putting all of his abilities and magic into Strength, and he decides to wield a Spiked Chain. Not only that, he gets Expertise and Improved Trip. Then he makes his Spiked Chain a Tripping weapon (A&EG, CW). After all of this, he's got around a +15 or so to all trip attempts. In battle, unless he never fights anything but large+ creatures, or monsters with several legs, everything he attacks is going to be tripped and attacked (thanks to the extra attack granted by Improved Trip). Once its turn comes around, it tries to get up, so he trips it again and attacks it again, and its action is wasted. It uses its standard action to get up again, no longer incurring any attacks of opportunity (since you can only get 1 attack of opportunity against a single target in a round, regardless of feats). So that monster's turn is over. Once the Fighter's turn comes back, he trips it again, gaining an extra attack. When it tries to get up again, he trips it and attacks it again. Therefore, unless the Fighter rolls really low, and the monster rolls really high, the Fighter is going to be able to take out any one opponent (or more, if he has iterative attacks and/or Combat Reflexes) without taking even a single attack. Being tripped is bad enough- but giving the person who tripped you a free attack (and being tripped again, if they have Improved Trip) just makes it even worse. It may be illogical not to allow it, but it makes Fighters with Improved Trip FAR too powerful. [/QUOTE]
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Trip ... Prone ... Getting Up
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