Outflanking does not help you to trip someone...


Skills, Feats, Equipment & Spells


4 people marked this as a favorite.

...which feels counter-intuitive. Discovered this today while playtesting.

In fact, as far as I can tell none of the combat maneuvers are easier to do on a flatfooted target. I think that feels plain wrong.


3 people marked this as a favorite.

Correct as written, because flanking gives the target flat footed, which instead of giving the attacker +2 to hit as in PF1 instead gives the defender -2 to AC and only AC specifically.

Chalk another point for returning flat footed to how it used to work. +2 to attack, which would cover stuff like Trip etc with the attack trait, is more intuitive.


Or resurrect "CMD/ Maneuver DC" as general concept that would benefit from AC bonuses, yet whose base value changes depending on context (i.e. Athletic etc) so a mechanic would reference it's target "Maneuver DC using Athletics" for example. That also simplifies specifying conditional bonuses to Athletics (etc) for purposes of "defending" checks like this.


This is a really good point. And it's true for all combat maneuvers.


2 people marked this as a favorite.

Just make Flat-footed apply to all things that have the attack trait no matter what the DC is.

The new Combat Maneuvers need A LOT of love as it. They are super boring and some are just straight up useless.


3 people marked this as a favorite.

Yeah, I can't imagine ever bothering to try to disarm someone.

I would be wary of moving flanking to an attack bonus unless it was untyped. It should stack with circumstance bonuses to hit.


2 people marked this as a favorite.
sherlock1701 wrote:
Yeah, I can't imagine ever bothering to try to disarm someone.

The flat footed non-bonus to disarm isn't the reason not to disarm.

The reason not to use Disarm is because if you succeed you don't actually do anything.

Quote:

Success: You weaken your opponent’s grasp on the item. Until

the start of that creature’s turn, attempts to Disarm the
opponent of that item get a +2 circumstance bonus.

You successfully disarmed the guy! You get a +2 to future attempts to disarm him (and he can still smack you with his weapon).

How do you actually remove his weapon?

Quote:

Critical Success: You knock the item out of the opponent’s

grasp. It falls to the ground in the opponent’s space.

Why, a critical success.


Draco18s wrote:
sherlock1701 wrote:
Yeah, I can't imagine ever bothering to try to disarm someone.

The flat footed non-bonus to disarm isn't the reason not to disarm.

The reason not to use Disarm is because if you succeed you don't actually do anything.

Quote:

Success: You weaken your opponent’s grasp on the item. Until

the start of that creature’s turn, attempts to Disarm the
opponent of that item get a +2 circumstance bonus.

You successfully disarmed the guy! You get a +2 to future attempts to disarm him (and he can still smack you with his weapon).

How do you actually remove his weapon?

Quote:

Critical Success: You knock the item out of the opponent’s

grasp. It falls to the ground in the opponent’s space.
Why, a critical success.

That's what I mean. That +2 bonus is a huge waste of an action.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Player Rules / Skills, Feats, Equipment & Spells / Outflanking does not help you to trip someone... All Messageboards

Want to post a reply? Sign in.
Recent threads in Skills, Feats, Equipment & Spells