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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tripping, Disarm, and other maneuvers in 4e
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<blockquote data-quote="Hexmage-EN" data-source="post: 4787068" data-attributes="member: 79428"><p>I'm just brainstorming here, but here's what I'm thinking about for trip and disarm:</p><p></p><p>Bullrush is an attack versus Fortitude to push the target one square (the target must be Small, Medium, or Large). It could be argued that Reflex would have just as much to do with avoiding a Bullrush as Fortitude, but seeing as larger enemies generally have greater Fortitude defenses it works in the case of not being able to push something much bigger than you (instead of the cumulative -4 penalties per size category in 3E).</p><p></p><p>With this in mind, I propose that Trip should also be an attack versus Fortitude. However, I also think that it shouldn't be quite that easy, so you could make it so a creature could make a save versus being knocked prone even on a successful hit.</p><p></p><p>Disarm is a bit trickier. I'm thinking that it should be an attack versus Reflex. Perhaps it could also require a failed saved to be effective? Disarm is particularly tricky since magical weapons grant bonuses to attack that the system relies on. It wouldn't be so much of a problem if you houseruled the game so that instead of using magic items players merely got bonuses to attack based on the bonuses they would have gotten had the campaign used the normal rules for magical items.</p><p></p><p>The only problem I can think of at the moment is that requiring enemies to fail a save to be tripped or disarmed would keep players from using these maneuvers at all. After all, why should they use a technique that has only a 50% chance of working when they could use a power?</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 4787068, member: 79428"] I'm just brainstorming here, but here's what I'm thinking about for trip and disarm: Bullrush is an attack versus Fortitude to push the target one square (the target must be Small, Medium, or Large). It could be argued that Reflex would have just as much to do with avoiding a Bullrush as Fortitude, but seeing as larger enemies generally have greater Fortitude defenses it works in the case of not being able to push something much bigger than you (instead of the cumulative -4 penalties per size category in 3E). With this in mind, I propose that Trip should also be an attack versus Fortitude. However, I also think that it shouldn't be quite that easy, so you could make it so a creature could make a save versus being knocked prone even on a successful hit. Disarm is a bit trickier. I'm thinking that it should be an attack versus Reflex. Perhaps it could also require a failed saved to be effective? Disarm is particularly tricky since magical weapons grant bonuses to attack that the system relies on. It wouldn't be so much of a problem if you houseruled the game so that instead of using magic items players merely got bonuses to attack based on the bonuses they would have gotten had the campaign used the normal rules for magical items. The only problem I can think of at the moment is that requiring enemies to fail a save to be tripped or disarmed would keep players from using these maneuvers at all. After all, why should they use a technique that has only a 50% chance of working when they could use a power? [/QUOTE]
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Tripping, Disarm, and other maneuvers in 4e
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