Mathew_Freeman
First Post
I'd like some opinions on a ruling I made last night at our game, if people wouldn't mind.
Drow Ranger (archery) wanted to run forwards, bounce of the Paladin's shield, tumble high over other people and land down on a statue, pushing it over onto an Enigma of Vecna. He said that he thought this would be an Acrobatics check.
I countered and said that it would be an Acrobatics check, followed by an Athletics check to actually push the statue over. I also stated that if he made the Acrobatics check, he'd get a +2 to his Athletics check, and the statue would do a LOT of damage as it's a large, heavy object and also a one-time move in this combat.
The Drow Ranger isn't trained in Athletics, and was upset that I was denying him his cool move. He said that he wanted to use Acrobatics to push the statue, reflecting the build-up of momentum. I countered and said that pushing things over was covered by Athletics, but I'd giving him this +2 bonus as it's a good idea and well-executed.
So - was I being reasonable by making him stick to Athletics, or would you have let him use Acrobatics to do that push? I ruled my way because I was wary of setting a precedent, whereby this character can just use Acrobatics instead of Athletics all the time, thus effectively getting two skills for the price of one.
If someone could quote the relevant "descriptions" of what you can do with an Acrobatics check and an Athletics check, that'd be helpful, too, as I don't have my books at work.
Thanks!
PS: Incidentally, he made the Acrobatics check but failed the Athletics one, so he failed in his attempt.
Drow Ranger (archery) wanted to run forwards, bounce of the Paladin's shield, tumble high over other people and land down on a statue, pushing it over onto an Enigma of Vecna. He said that he thought this would be an Acrobatics check.
I countered and said that it would be an Acrobatics check, followed by an Athletics check to actually push the statue over. I also stated that if he made the Acrobatics check, he'd get a +2 to his Athletics check, and the statue would do a LOT of damage as it's a large, heavy object and also a one-time move in this combat.
The Drow Ranger isn't trained in Athletics, and was upset that I was denying him his cool move. He said that he wanted to use Acrobatics to push the statue, reflecting the build-up of momentum. I countered and said that pushing things over was covered by Athletics, but I'd giving him this +2 bonus as it's a good idea and well-executed.
So - was I being reasonable by making him stick to Athletics, or would you have let him use Acrobatics to do that push? I ruled my way because I was wary of setting a precedent, whereby this character can just use Acrobatics instead of Athletics all the time, thus effectively getting two skills for the price of one.
If someone could quote the relevant "descriptions" of what you can do with an Acrobatics check and an Athletics check, that'd be helpful, too, as I don't have my books at work.
Thanks!
PS: Incidentally, he made the Acrobatics check but failed the Athletics one, so he failed in his attempt.