Difference between revisions of "Trip"

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Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll. An attacker can trip with any melee weapon: you can yank his leg with a whip or chain, shove him down, or hit him in the ankle with a weapon in hand. In all cases, the attacker makes an [[Attack Roll]] and the defender makes a [[Dodge/Parry Roll]] as usual. If successful, the attacker rolls a Trip Attempt instead of a [[Damage Roll]]. The defender, in place of a [[Guard Roll]], makes a [[Gymnastics]] check to stay balanced.  
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Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll. An attacker can Trip with any melee weapon: you can yank his leg with a whip or chain, shove him down, or hit him in the ankle with a weapon in hand. In all cases, the attacker makes an [[Attack Roll]] and the defender makes an [[Evasion Roll]] as usual. If successful, the attacker rolls a Trip Attempt instead of a [[Damage Roll]]. The defender, in place of a [[Guard Roll]], makes either a [[Might]] check or a [[Gymnastics]] check to stay balanced.
  
 
{{Roll
 
{{Roll
 
|caption=Trip Attempt
 
|caption=Trip Attempt
 
|bonus1=[[Muscle|MUS]]
 
|bonus1=[[Muscle|MUS]]
|bonus2=Lift/Smash
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|bonus2=Might
 
|bonus3=Weapon's Trip Bonus
 
|bonus3=Weapon's Trip Bonus
 
}}
 
}}
  
{{Roll
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As mentioned in the Might skill, Trip Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the this check for each point of Size difference. Thus, if a kulgeri attempts to Trip a firnoy, the Kulgeri receives a +8 bonus to his Might check. If a firnoy attempts to trip a kulgeri, the kulgeri receives a +8 bonus to his Might or Gymnastics check to resist the Trip.
|caption=Defend against a Trip
 
|bonus1=[[Agility|AGI]]
 
|bonus3=[[Gymnastics]]
 
}}
 
 
 
If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip. A character using a whip or chain to perform a Trip should use Lift in the Trip Roll, as the character is pulling; everyone else should use Smash.
 
 
 
When a character is tripped, he or she has been thrown to the ground.  In game terms this means the character takes a −4 penalty to any [[Dodge/Parry Roll]]s.
 
  
While you can't perform a Trip attempt with a ranged weapon, you can certainly make a Called Shot to a person's foot or ankle. If the attack hits and causes damage, the defender must roll Gymnastics against a DL of 10 + any damage incurred or fall to the ground writhing in pain.
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If the attacker's result is higher than the defender's result, the defender drops to the ground and gains the ''prone'' condition. Prone creatures suffer a −4 penalty on [[Attack Roll]]s and [[Evasion Roll]]s until they stand up. It takes 2 AP to stand up from a prone position.
  
[[Category:Combat]]
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[[Category:Combat Tactics]]
 
[[Category:Rolls]]
 
[[Category:Rolls]]

Latest revision as of 03:26, 12 March 2022

Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll. An attacker can Trip with any melee weapon: you can yank his leg with a whip or chain, shove him down, or hit him in the ankle with a weapon in hand. In all cases, the attacker makes an Attack Roll and the defender makes an Evasion Roll as usual. If successful, the attacker rolls a Trip Attempt instead of a Damage Roll. The defender, in place of a Guard Roll, makes either a Might check or a Gymnastics check to stay balanced.

Trip Attempt
d10 + MUS + Might + Weapon's Trip Bonus

As mentioned in the Might skill, Trip Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the this check for each point of Size difference. Thus, if a kulgeri attempts to Trip a firnoy, the Kulgeri receives a +8 bonus to his Might check. If a firnoy attempts to trip a kulgeri, the kulgeri receives a +8 bonus to his Might or Gymnastics check to resist the Trip.

If the attacker's result is higher than the defender's result, the defender drops to the ground and gains the prone condition. Prone creatures suffer a −4 penalty on Attack Rolls and Evasion Rolls until they stand up. It takes 2 AP to stand up from a prone position.