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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2550537" data-attributes="member: 23094"><p>I see two.</p><p></p><p>There's no difference on the Tumble checks to move off the table, on to the floor, and around your opponent. I just provided additional options. It's otherwise stock Tumble skill.</p><p></p><p>As for jumping, Kamikaze gave you the correct rule for a character making a leap starting from a point 8' in front of the wall, clearing 4' at the midpoint of your jump, and landing 8' beyond the wall. This is a DC 16 jump when you've got a running start, or a DC 32 jump when you don't. In other words, his interpretation is wrong based on your description (where you run up to the wall before jumping).</p><p></p><p>Accordingly, my interpretation gives you an easier chance to jump the wall - DC 10 vs. 16+ - but takes into account the way you wanted your character to move.</p><p></p><p>Note that, in the end, they both result in nearly identical results. I let you run 10' up to the wall, and then I charge you 10' of movement to clear the wall at DC 10, and you end up immediately on the other side of it. Total movement cost? 20'.</p><p></p><p>KM has you jump from 10' away, spend 10' of movement in the air up to the wall, spend 10' of movement past the wall, and then an additional 10' of movement getting back to the wall. Total movement cost? 30'.</p><p></p><p><strong>However</strong>, we come to the important point. If your objective is to end up directly on the other side of the wall, using it for cover, you should use my way of doing it. It's more efficient (20' of movement vs. 30'). If your objective is to clear the wall while escaping, then you should use KM's way. It's more efficient for that purpose (30' of movement vs. 20').</p><p></p><p>It's good to see the rules support something that makes cinematic sense.</p><p></p><p>EDIT: Moreover, you did not provide enough information in your initial setups to determine where, exactly, everything was placed. For instance, there could be an ally directly in line with your character, the edge of the table, and your opponent, meaning that a tumble directly through the opponent would land you in flanking position.</p><p></p><p>Additionally, "Flanking position" is a meaningless term unless you've got an ally to flank with.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2550537, member: 23094"] I see two. There's no difference on the Tumble checks to move off the table, on to the floor, and around your opponent. I just provided additional options. It's otherwise stock Tumble skill. As for jumping, Kamikaze gave you the correct rule for a character making a leap starting from a point 8' in front of the wall, clearing 4' at the midpoint of your jump, and landing 8' beyond the wall. This is a DC 16 jump when you've got a running start, or a DC 32 jump when you don't. In other words, his interpretation is wrong based on your description (where you run up to the wall before jumping). Accordingly, my interpretation gives you an easier chance to jump the wall - DC 10 vs. 16+ - but takes into account the way you wanted your character to move. Note that, in the end, they both result in nearly identical results. I let you run 10' up to the wall, and then I charge you 10' of movement to clear the wall at DC 10, and you end up immediately on the other side of it. Total movement cost? 20'. KM has you jump from 10' away, spend 10' of movement in the air up to the wall, spend 10' of movement past the wall, and then an additional 10' of movement getting back to the wall. Total movement cost? 30'. [b]However[/b], we come to the important point. If your objective is to end up directly on the other side of the wall, using it for cover, you should use my way of doing it. It's more efficient (20' of movement vs. 30'). If your objective is to clear the wall while escaping, then you should use KM's way. It's more efficient for that purpose (30' of movement vs. 20'). It's good to see the rules support something that makes cinematic sense. EDIT: Moreover, you did not provide enough information in your initial setups to determine where, exactly, everything was placed. For instance, there could be an ally directly in line with your character, the edge of the table, and your opponent, meaning that a tumble directly through the opponent would land you in flanking position. Additionally, "Flanking position" is a meaningless term unless you've got an ally to flank with. [/QUOTE]
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