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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4564163" data-attributes="member: 710"><p>The idea I like for both Disarm and Trip - if you want to keep thas a standard combat option - would be to require Combat Advantage to use them. </p><p></p><p>This gives a nice incentive _not_ to attempt a trip or a disarm - because you have an increased chance to use sneak attack or land a strong power against your foe. </p><p></p><p>If you succeed, you gain a minor (but possibly situational useful) benefit - for example, if your opponent is dazed for one round, but your party members are not in position to benefit from it (perhaps intentionally so, because they wanted to force their opponent to spend his remaining action to move, not attack), you trip him so they still get CA the next round. </p><p>There are situations were trip is not so great - everyone (that is interested in attacking your opponent) is already flanking your target - better use a strong attack now, instead of tripping him. Particularly because you know the current combat advantage is guaranteed, a successful trip is not!</p><p></p><p>Free tripping in 4E can be very nasty - trip your foe, shift one square, and see him spending his standard and move action to move to you. If you can only trip while you have combat advantage, the situations where you would want to spend actions to merely trip your foe and not deal damage go down. </p><p></p><p>I think this works similarly well for disarm. </p><p></p><p>Of course, actual play-testing would be required to see if tripping isn't still too powerful.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4564163, member: 710"] The idea I like for both Disarm and Trip - if you want to keep thas a standard combat option - would be to require Combat Advantage to use them. This gives a nice incentive _not_ to attempt a trip or a disarm - because you have an increased chance to use sneak attack or land a strong power against your foe. If you succeed, you gain a minor (but possibly situational useful) benefit - for example, if your opponent is dazed for one round, but your party members are not in position to benefit from it (perhaps intentionally so, because they wanted to force their opponent to spend his remaining action to move, not attack), you trip him so they still get CA the next round. There are situations were trip is not so great - everyone (that is interested in attacking your opponent) is already flanking your target - better use a strong attack now, instead of tripping him. Particularly because you know the current combat advantage is guaranteed, a successful trip is not! Free tripping in 4E can be very nasty - trip your foe, shift one square, and see him spending his standard and move action to move to you. If you can only trip while you have combat advantage, the situations where you would want to spend actions to merely trip your foe and not deal damage go down. I think this works similarly well for disarm. Of course, actual play-testing would be required to see if tripping isn't still too powerful. [/QUOTE]
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