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Blame 5e rules.
Prone does the following:
Breaks Concentration.
Can't move or take Actions, Bonus Actions, or Reactions.
Attacks against a Prone target have Advantage if made within 3 m of the target.
Inflicts Disadvantage on Strength and Dexterity Saving Throws.
A Prone creature must spend half its Movement Speed to stand up.
If they don't have enough movement (e.g. are maimed or entangled) then they're basically stunlocked on the floor.
Except they can take actions. As I just described.
Unless them coming off the top rope isn't considered an action.
The descriptions I'm getting are not matching the realities I'm seeing in the game. My other "what's the point of" thread was about charm, where I describe hitting an attacker with the worm charm on its first hit, then it attacked me a second time in the same round. That's apparently not supposed to happen.
Because they can spend half of their movement to no longer be prone. Once no longer prone they no longer suffer from those restrictions. Those restrictions only are in effect while they are prone. Same applies to any of your characters that are knocked prone. I'm not sure, but I think the game automatically spends your movement to get you up from prone on your turn.
I haven't used charm so can't speak to that spell. There was an enemy in act 3 though who used Compelled Duel on one of my characters and yeah, whoever coded that did a TERRIBLE job because my character was not only doing the most nonsensical actions, but she still sometimes attacked characters other than the one who forced a duel on her.
That's the point. If they can spend half their movement to get up, and you're still in melee range, there's no point in knocking them down, since (at least in my case), I'm still going to be in melee range since they're not dead yet.
It really is my only complaint about this game. Status effects. They serve no real purpose because they're so easy to overcome. Unless, as in the one battle, you've got 2 baddies throwing hold person on my party and 2 other baddies getting all the free critical hits because of it.
Ok, two complaints. Monk sucks. Entirely too underpowered, mostly because melee status effects are pointless.
But I'm already 30 hours in, so just gotta push forward.
They're also at Disadvantage with Strength or Dexterity saving throws, making them easier to hit with such effects.
So, not pointless as long as you have a follow-up.
All of this is described in the condition's tooltip.
The UI will tell you otherwise but don't believe its lies.
Read my other posts in this thread. I've literally already explained it. If you don't get it, that's your own problem and I guess I can't help you.
Open Palm monks are absolute beasts around level 6 or so. Stunning Strike is just too good. But before that, you knock them prone and then follow up with attacks at Advantage with the remaining monk actions and other melee party members. Or hit them with things that PRONE make it harder for them to save against. Also a great way to interrupt concentration in BG3
A two weapon fighting Battlemaster can use Trip Attack to knock an enemy PRONE, then follow up with their offhand bonus attack at advantage. Extra Attack at advantage. Extra Attack 2 at advantage. Use Action Surge and take ANOTHER swing at advantage. If they have Haste? That's another swing at advantage.
The list goes on but you should get the point.
I play a druid, and the cat forms have special attacks that do extra damage (quite a bit) if the target is prone.