Difference between revisions of "Trip"

From Discworld MUD Wiki
Jump to: navigation, search
(link)
(Noted that relative weight factors in to tripping success (per the MUD help file), and clarified a little on which defence skill is used.)
Line 11: Line 11:
 
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:
 
*Pass a [[fighting.special.unarmed]] test in order to prepare the attack.
 
*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]].
+
*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.
  
 
==Effects==
 
==Effects==

Revision as of 15:29, 9 April 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:

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

External links