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5E, Acrobatics, and Parkour
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<blockquote data-quote="Kid Charlemagne" data-source="post: 7625171" data-attributes="member: 93"><p>Here's some of my ideas. Taking the three key actions that I mentioned earlier: parkouring up a wall in a narrow alley, wall running, and running up a wall to catch a ledge.</p><p></p><p>The core idea is that, like jumping, parkouring is keyed to 10+dexterity or acrobatics bonus.</p><p></p><p>Parkouring up a wall in an alley or narrow corridor: Alley must be narrow enough to allow this: 5 feet max width (could be larger for larger enemies. The idea of a parkouring Fire Giant amuses me). Movement up the wall costs double, the PC must end movement on a flat surface or by grabbing onto something or they will fall. The PC can parkour up to 5 ft + acrobatics and then grab a ledge above that according to their height (1.5 times their height, same as for Jumping). So a six foot tall PC with a +6 in Acrobatics could parkour up 11 feet and be standing on top of a wall, or grab a ledge 20 feet up.</p><p></p><p>Movement in subsequent rounds is handled by the climbing skill unless they can get a running start somehow. </p><p></p><p>Running up a wall to catch a ledge would work the same way.</p><p></p><p>Wall running: a PC can wall run up to 5 ft + acrobatics in distance, but height of the ceiling limits this: ceiling height must equal or exceed the distance run. So using the PC with a +6 acrobatics, they could wall run 11 feet; but only so long as the ceiling is also 11 feet high as you need to run UP as well as horizontally. PC must end their turn on solid ground or fall.</p><p></p><p>Just as Jumping allows you to jump 10 ft + Athletics bonus in feet without a roll, these are all passive checks. They also all require running starts of at least ten feet (as does Jumping) and distances are halved if starting from a dead stop. This doesn't preclude the value of climbing - it only gets you a slight head start if the climb is more than 15-20 feet.</p><p></p><p>Extra movement (monk speed, rogues with dash) doesn't give you a bonus to your check but the movement may allow you to go further depending on circumstances. A 9th level monk can run up walls much more effectively than even the most skilled rogue, which is appropriate. Tricky circumstances would require checks, etc.</p><p></p><p>That's my rough first draft.</p><p></p><p>EDIT: I'd allow someone with athletics to do all of the same basic manouvers - though they might appear different. Think of the opening parkour chase in <strong>Casino Royale</strong>. The bad guys parkours all over the place, Bond mostly powers through obstacles but to the same eventual effect.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 7625171, member: 93"] Here's some of my ideas. Taking the three key actions that I mentioned earlier: parkouring up a wall in a narrow alley, wall running, and running up a wall to catch a ledge. The core idea is that, like jumping, parkouring is keyed to 10+dexterity or acrobatics bonus. Parkouring up a wall in an alley or narrow corridor: Alley must be narrow enough to allow this: 5 feet max width (could be larger for larger enemies. The idea of a parkouring Fire Giant amuses me). Movement up the wall costs double, the PC must end movement on a flat surface or by grabbing onto something or they will fall. The PC can parkour up to 5 ft + acrobatics and then grab a ledge above that according to their height (1.5 times their height, same as for Jumping). So a six foot tall PC with a +6 in Acrobatics could parkour up 11 feet and be standing on top of a wall, or grab a ledge 20 feet up. Movement in subsequent rounds is handled by the climbing skill unless they can get a running start somehow. Running up a wall to catch a ledge would work the same way. Wall running: a PC can wall run up to 5 ft + acrobatics in distance, but height of the ceiling limits this: ceiling height must equal or exceed the distance run. So using the PC with a +6 acrobatics, they could wall run 11 feet; but only so long as the ceiling is also 11 feet high as you need to run UP as well as horizontally. PC must end their turn on solid ground or fall. Just as Jumping allows you to jump 10 ft + Athletics bonus in feet without a roll, these are all passive checks. They also all require running starts of at least ten feet (as does Jumping) and distances are halved if starting from a dead stop. This doesn't preclude the value of climbing - it only gets you a slight head start if the climb is more than 15-20 feet. Extra movement (monk speed, rogues with dash) doesn't give you a bonus to your check but the movement may allow you to go further depending on circumstances. A 9th level monk can run up walls much more effectively than even the most skilled rogue, which is appropriate. Tricky circumstances would require checks, etc. That's my rough first draft. EDIT: I'd allow someone with athletics to do all of the same basic manouvers - though they might appear different. Think of the opening parkour chase in [B]Casino Royale[/B]. The bad guys parkours all over the place, Bond mostly powers through obstacles but to the same eventual effect. [/QUOTE]
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