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]] | ||
− | == | + | |
− | + | ==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 | ||
+ | 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 | ||
+ | setting; either fighting.defence.parrying, fighting.defence.blocking, | ||
+ | or fighting.defence.dodging; and their strength and dexterity | ||
+ | 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 | ||
+ | > trip warrior | ||
+ | You prepare to trip the warrior. | ||
+ | }} }} | ||
[[Category:Commands]] | [[Category:Commands]] |
Latest revision as of 13:33, 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.
Contents
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
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