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How do you measure "Timing"?
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<blockquote data-quote="Celebrim" data-source="post: 6299486" data-attributes="member: 4937"><p>Well, that's an interesting compromise but not really supported by the rules. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I'd say that wading in a river with a slippery bottom or otherwise treacherous footing is a balance check, pure and simple. In practice, the balance check is probably fairly easy and only a burdened character or a character in heavy armor is likely to fail.</p><p></p><p>Strength only comes into play if the river has a significant current, in which case the current is modeled as creature attempting to bull rush or trip the player each round. In this case, high strength helps resist this, and failure results in negative consequences.</p><p></p><p>The standard balance checks in the SRD don't deal with the person being actively pushed. I'm not aware of whether the RAW deal with the issue of a character being pushed/involuntary movement on slippery surface.</p><p></p><p></p><p></p><p>Yes, that exactly. Concentration is rather narrowly defined in the rules by what it does. I'm not hidebound to the point that I object to people inventing variant actions you can take with a skill, but it should at least be related to the ability that the skill depends on and suitable to the training of the sorts of classes that receive it as a class skill. </p><p></p><p></p><p></p><p>Also true. Sadly, the 3.5 RAW doesn't make skills actually span all possible activities. Because skills are narrowly defined by what they do, rather than what they pertain to, there are undefined gaps where it isn't clear what skill applies to a character's risky proposition. </p><p></p><p></p><p></p><p>I don't think the problem is going to be that it isn't easy to define what abilities are relevant and how each particular challenge can be handled. I think that's relatively easy. I think the problem is going to be your ability to deal with continuous complex motion in a turn based system where discrete intervals of time are not defined in smaller than in 6 second units.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6299486, member: 4937"] Well, that's an interesting compromise but not really supported by the rules. ;) I'd say that wading in a river with a slippery bottom or otherwise treacherous footing is a balance check, pure and simple. In practice, the balance check is probably fairly easy and only a burdened character or a character in heavy armor is likely to fail. Strength only comes into play if the river has a significant current, in which case the current is modeled as creature attempting to bull rush or trip the player each round. In this case, high strength helps resist this, and failure results in negative consequences. The standard balance checks in the SRD don't deal with the person being actively pushed. I'm not aware of whether the RAW deal with the issue of a character being pushed/involuntary movement on slippery surface. Yes, that exactly. Concentration is rather narrowly defined in the rules by what it does. I'm not hidebound to the point that I object to people inventing variant actions you can take with a skill, but it should at least be related to the ability that the skill depends on and suitable to the training of the sorts of classes that receive it as a class skill. Also true. Sadly, the 3.5 RAW doesn't make skills actually span all possible activities. Because skills are narrowly defined by what they do, rather than what they pertain to, there are undefined gaps where it isn't clear what skill applies to a character's risky proposition. I don't think the problem is going to be that it isn't easy to define what abilities are relevant and how each particular challenge can be handled. I think that's relatively easy. I think the problem is going to be your ability to deal with continuous complex motion in a turn based system where discrete intervals of time are not defined in smaller than in 6 second units. [/QUOTE]
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