I was wondering if there is a reason at all for anyone to use the kick skill over a full round of combat.
What I would propose is exchanging kick skill for trip http://www.dandwiki.com/wiki/SRD:Trip, something that would have some tactic use at all.
Thanks!
KICK & TRIP
Re: KICK & TRIP
This as well as punch have already been discussed in earlier threads and I would agree with you. Other than adding some RP flare and using punch or kick as a finishing move there is no tactical reason that I can see for using either skill.
viewtopic.php?f=77&t=15891
I think the problem that some had with special tactical abilities in melee combat was spamming them over and over again, such as what can be done with disarm. The way the skill is used is efficient and quite effective but is far from realistic. Not even a master swordsman is going to launch nothing but disarm attempts until your weapon flies out of your hand.
What if you had to land a certain number of strikes before the target was susceptible to a punch/kick/trip. Example, after 6 landed strikes you would get a feedback message saying:
You see an opening in <target's> defenses and a chance to deliver an opportune punch/kick/trip.
viewtopic.php?f=77&t=15891
I think the problem that some had with special tactical abilities in melee combat was spamming them over and over again, such as what can be done with disarm. The way the skill is used is efficient and quite effective but is far from realistic. Not even a master swordsman is going to launch nothing but disarm attempts until your weapon flies out of your hand.
What if you had to land a certain number of strikes before the target was susceptible to a punch/kick/trip. Example, after 6 landed strikes you would get a feedback message saying:
You see an opening in <target's> defenses and a chance to deliver an opportune punch/kick/trip.