"Kip Up" not possible vs "Balagarn's Iron Horn"

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Hoihe
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Joined: Thu Nov 03, 2011 2:25 pm

"Kip Up" not possible vs "Balagarn's Iron Horn"

Unread post by Hoihe »

#### Brief description of the bug

You cannot use the "Tumble" button to cancel being knocked down (reduce duration from 6 to 2) when the effect that knocked you down is 'Balagarn's Iron Horn'

#### What you expected to happen

Balagarn's Iron Horn is an instantenous knock down effect meant to trip the victims.

https://dndtools.net/spells/magic-of-fa ... orn--1735/

Per its P&P description, the only special thing about it is it ignores size categories. Therefore, it should be possible to attempt to 'kip up'.

#### What actually happened
I pressed "tumble" repeatedly and nothing happened - not even the ability to try to roll against the DC (35) to do so. While I don't have a guaranteed pass, yet - there is no notification of a roll being made at all (if it failed). I currently have 28 modified tumble

#### Steps to reproduce
- Make a character with 28 modified tumble
- Be knocked down normally and press "tumble" while wearing light armour and unencumbered
- Notice that it works, although sometimes it fails
- Fight a fire giant, and let it hit you with the Iron Horn
- Be stuck for a whole 6 seconds rather than the 2


#### Code Revision
- 2022/10/27 21:54


#### Anything else you may wish to add:
The roll to fail might be invisible.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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Hoihe
Posts: 4720
Joined: Thu Nov 03, 2011 2:25 pm

Re: "Kip Up" not possible vs "Balagarn's Iron Horn"

Unread post by Hoihe »

After a bit of OOC discussion - I wish to make a clarifying post:

Kip Up refers to the new Tumble mechanics introduced in the melee rework, NOT the Thief Acrobat equivalent.

Corresponding patch notes:
* Knockdown is now automatically granted to all characters. The free version of knockdown gives the target a chance to knock you down if you fail your attempt. If you are using a weapon conducive to knocking people down (such as whips, scythes, sickles, and so on), you are disarmed instead of knocked down if your opponent succeeds on their rebound if you failed your initial knockdown attempt. Improved Knockdown can be selected with feats and makes you count as one size larger. Enlarge effects now count for the purposes of knockdown bonuses. As the full set of knockdown feats is now 1 free + 1 feat, any characters with both KD+IKD will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat.
* New action: Tumble. All characters can use the Tumble (now called Acrobatics) skill to Tumble around an opponent. To perform a Tumble, you make an Acrobatics check against a DC of 25. If you succeed, you tumble forwards up to 8 meters. In addition, you can make a Tumble check while knocked down against a DC of 35 to immediately end the knockdown effect and 'kip-up'. This check is automatically made for you on all new implementations of Knockdown (see above), reducing KD duration from 6 seconds to 2.
Supposedly, it should happen automatically.

I presume the bug is because Balagarn's uses the old Knockdown code, not allowing for Free-stand to trigger.



Suggestion: Rename the Acrobatics/tumble action of 'Kip-up' to Free-Stand, as it's described in P&P. This is beside the Balagarn Horn bug.

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For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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