Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you measure "Timing"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6300098" data-attributes="member: 4937"><p>Not really. They usually just involve more checks. It behooves anyone that wants to do complex fluid motion that they get enough ranks/bonus in their movement skills that they can't fail. They you can just pretty much do any move you can imagine.</p><p></p><p>The reflex checks for relatively slow moving platforms (less than 1' per second) are going to be relatively trivial. This is stepping off the escalator difficulty stuff. DC 1 maybe DC 3 if you are running. Since failure generally would only increase the just DC by like 1 per point you miss by, I'm not even sure that I'd do the reflex checks unless someone had dump stat dex/slow reflexes disadvantage. Maybe do DC 5/7 checks in the event of jumping from a moving platform to a platform moving towards it or for platforms moving at 10'/round something like that.</p><p></p><p>The more complex motion involves sloping/rotating platforms, which is just a balance check or climb check depending on the degree of slope. </p><p></p><p>I use slightly different balance DCs than the RAW because I always require balance checks when fighting/moving on a treacherous surface. Failure by 4 or less means you stumble and lose the action; failure by 5 or more means you fall prone. If you are wondering why balance is so highly prized in my game that fighters and paladins take it cross class, there you are.</p><p></p><p>For something like a partially rotated platform, I'd do something like DC 3-5 balance check per vigorous action (DC 8-10 if you double move/charge on it, and you have to pass two checks). Once it gets up to about 60 degrees, it switches off to a climb check to move on it - DC 15-20 depending on how vertical it is. Again, DC 20-25 if you double move up a wall and you have to pass two checks. Note that if the floor is rough enough to provide handholds then you are pretty much trading off easier climb DC for harder balance DC. </p><p></p><p>What sort of complex movement are you going for here? If you make the obstacle course too complicated, the PC's will just work around it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300098, member: 4937"] Not really. They usually just involve more checks. It behooves anyone that wants to do complex fluid motion that they get enough ranks/bonus in their movement skills that they can't fail. They you can just pretty much do any move you can imagine. The reflex checks for relatively slow moving platforms (less than 1' per second) are going to be relatively trivial. This is stepping off the escalator difficulty stuff. DC 1 maybe DC 3 if you are running. Since failure generally would only increase the just DC by like 1 per point you miss by, I'm not even sure that I'd do the reflex checks unless someone had dump stat dex/slow reflexes disadvantage. Maybe do DC 5/7 checks in the event of jumping from a moving platform to a platform moving towards it or for platforms moving at 10'/round something like that. The more complex motion involves sloping/rotating platforms, which is just a balance check or climb check depending on the degree of slope. I use slightly different balance DCs than the RAW because I always require balance checks when fighting/moving on a treacherous surface. Failure by 4 or less means you stumble and lose the action; failure by 5 or more means you fall prone. If you are wondering why balance is so highly prized in my game that fighters and paladins take it cross class, there you are. For something like a partially rotated platform, I'd do something like DC 3-5 balance check per vigorous action (DC 8-10 if you double move/charge on it, and you have to pass two checks). Once it gets up to about 60 degrees, it switches off to a climb check to move on it - DC 15-20 depending on how vertical it is. Again, DC 20-25 if you double move up a wall and you have to pass two checks. Note that if the floor is rough enough to provide handholds then you are pretty much trading off easier climb DC for harder balance DC. What sort of complex movement are you going for here? If you make the obstacle course too complicated, the PC's will just work around it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you measure "Timing"?
Top