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<blockquote data-quote="The Shaman" data-source="post: 2550442" data-attributes="member: 26473"><p>I don't consider stopping the action to thumb through one of a dozen or more books (for the truly option-heavy) to look up a rule to be infinitely easier than teaching a GM how to break down a complex action into a couple of checks on the fly. Of course, that's where my comfort zone lies, and I'm sure it's quite different for other GMs.</p><p></p><p>As far as being too subjective to teach, I believe it's a skill that can be learned - Rich Redman's excellent Modern articles, "Notes from the Bunker," come to mind.The character is moving from a table to the floor during the tumble (read the description closely) - only one Tumble check, same as on flat ground? Also, moving through the opponent's square would mean he's now opposite his old position, in which case he's not flanking anything - he must be moving to a square adjacent to the opponent but opposite another character in order to be flanking.What you described is a long jump in the rules - but what if the character doesn't want to end up eight feet beyond the wall, but rather wants to simply hop over it and use if for cover from the other side? The Modern and 3.5 SRDs both offer long jump, high jump, hop on, and jump down as options - nowhere is "jump over" described in the manner in which my character wants to get across the wall. Would you then say that what my character wants to accomplish can't be done, since it's not covered in the rules.</p><p></p><p>Also, why not use Tumble instead? The description of what the character wants to do sounds oftly close to tumbling through an opponent's square to end up on the other side, and the description of Tumble (in the Modern SRD, at least) specifically includes "jump" as a descriptor of the action: "...the character can roll, <u>jump</u>, or dive through squares occupied by opponents, moving <u>over</u>, under, or around them as if they weren't there..." (emphasis added).</p><p></p><p>Before we get any further bogged down by this, my point is simple: the rules don't cover every action, even relatively simple ones like those I described. That's what a GM is there to do.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2550442, member: 26473"] I don't consider stopping the action to thumb through one of a dozen or more books (for the truly option-heavy) to look up a rule to be infinitely easier than teaching a GM how to break down a complex action into a couple of checks on the fly. Of course, that's where my comfort zone lies, and I'm sure it's quite different for other GMs. As far as being too subjective to teach, I believe it's a skill that can be learned - Rich Redman's excellent Modern articles, "Notes from the Bunker," come to mind.The character is moving from a table to the floor during the tumble (read the description closely) - only one Tumble check, same as on flat ground? Also, moving through the opponent's square would mean he's now opposite his old position, in which case he's not flanking anything - he must be moving to a square adjacent to the opponent but opposite another character in order to be flanking.What you described is a long jump in the rules - but what if the character doesn't want to end up eight feet beyond the wall, but rather wants to simply hop over it and use if for cover from the other side? The Modern and 3.5 SRDs both offer long jump, high jump, hop on, and jump down as options - nowhere is "jump over" described in the manner in which my character wants to get across the wall. Would you then say that what my character wants to accomplish can't be done, since it's not covered in the rules. Also, why not use Tumble instead? The description of what the character wants to do sounds oftly close to tumbling through an opponent's square to end up on the other side, and the description of Tumble (in the Modern SRD, at least) specifically includes "jump" as a descriptor of the action: "...the character can roll, [U]jump[/U], or dive through squares occupied by opponents, moving [U]over[/U], under, or around them as if they weren't there..." (emphasis added). Before we get any further bogged down by this, my point is simple: the rules don't cover every action, even relatively simple ones like those I described. That's what a GM is there to do. [/QUOTE]
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