Difference between revisions of "Trip"
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'''Trip''' is a [[:Category:Fighting commands|fighting command]] which can be used to upset an opponent's balance during combat. | '''Trip''' is a [[:Category:Fighting commands|fighting command]] which can be used to upset an opponent's balance during combat. | ||
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==Execution== | ==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: | 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: | ||
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*[[Feint]] | *[[Feint]] | ||
==External links== | ==External links== | ||
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[[Category:Commands]] | [[Category:Commands]] |
Revision as of 19:21, 3 October 2011
Trip | |
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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, strength and dexterity.
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.