Difference between revisions of "Trip"

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(Noted that relative weight factors in to tripping success (per the MUD help file), and clarified a little on which defence skill is used.)
(add help file, it changed - harder if the victim is heavier, easier with free hands, etc.)
 
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*Succeed in a skillcheck of [[fighting.unarmed.grappling]] and [[dexterity]] against the opponent's appropriate [[fighting.defence]] skill (depending on their tactics response setting), [[strength]] and [[dexterity]].
 
*Succeed in a skillcheck of [[fighting.unarmed.grappling]] and [[dexterity]] against the opponent's appropriate [[fighting.defence]] skill (depending on their tactics response setting), [[strength]] and [[dexterity]].
 
**The skillchecks are also slightly adjusted by the relative weight of the attacker vs the defender, where the heavier of the two has an advantage.
 
**The skillchecks are also slightly adjusted by the relative weight of the attacker vs the defender, where the heavier of the two has an advantage.
 +
**Having more free limbs provides an additional bonus.
  
 
==Effects==
 
==Effects==
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*[[Shove]]
 
*[[Shove]]
 
*[[Feint]]
 
*[[Feint]]
==External links==
+
 
*{{Knowncommandhelp}}
+
==Help file==
 +
{{Knowncommandhelp}}
 +
{{Collapsible|Discworld command help : Trip|
 +
{{prebox|
 +
trip                        Discworld command help                        trip
 +
 
 +
 
 +
Name
 +
    trip - Knock someone's feet out from under them.                     
 +
 
 +
Syntax
 +
    trip <living>                                                       
 +
 
 +
Description
 +
    This command allows you to trip your opponent up.  This does not     
 +
    directly injure them (much) but does leave them vulnerable since they
 +
    must regain their feet and return to a fighting position.           
 +
                                                                         
 +
    The effects of tripping are subtle and may not be immediately obvious
 +
    but that does not mean they are not present.                         
 +
                                                                         
 +
    Your ability in fighting.special.unarmed determines your ability to 
 +
    prepare this tactic, and your fighting.unarmed.grappling skill       
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    combined with your dexterity determines the efficacy of your         
 +
    manoeuvre.  Having extra free limbs also provides an additional bonus.
 +
                                                                         
 +
    Your opponent's defence skill as determined by their tactics response
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    setting; either fighting.defence.parrying, fighting.defence.blocking,
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    or fighting.defence.dodging; and their strength and dexterity       
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    determine their ability to defend against your attack.  Additionally,
 +
    if your opponent is heavier than you are it will be harder for you to
 +
    trip them.                                                           
 +
                                                                         
 +
    It will cost you 30 fighting guild points to attempt to trip somebody.
 +
 
 +
Example
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    > trip warrior                                                           
 +
    You prepare to trip the warrior.                                         
 +
}} }}
  
 
[[Category:Commands]]
 
[[Category:Commands]]

Latest revision as of 12:33, 27 June 2021

Trip
Command information
GP Cost 30
Learnt At 20 fighting.special.unarmed
Skills Used Fighting.special.unarmed,
Fighting.unarmed.grappling and
Dexterity
Items Needed None
Guild Available to all

Trip is a fighting command which can be used to upset an opponent's balance during combat.

Execution

Although trip relies on unarmed skills, it may be performed whether holding a weapon or not. In order to successfully trip an opponent, one must:

  • Pass a fighting.special.unarmed test in order to prepare the attack.
  • Succeed in a skillcheck of fighting.unarmed.grappling and dexterity against the opponent's appropriate fighting.defence skill (depending on their tactics response setting), strength and dexterity.
    • The skillchecks are also slightly adjusted by the relative weight of the attacker vs the defender, where the heavier of the two has an advantage.
    • Having more free limbs provides an additional bonus.

Effects

The effects depend on the degree of success of the skillcheck:

  • A high degree of success results in the victim being sent crashing to the ground, costing them a lot of action points. They remain at a substantial AP disadvantage until they get up again (which occurs automatically). During this period, they cannot be tripped or shoved again.
  • A lesser degree of success causes the victim to stumble, costing them a few action points.
  • Failure causes the attacker to stumble, costing them a few action points.

See also

Help file

Discworld known command help: Trip