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*Pathfinder & Starfinder
Acrobatics vs. Athletics
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<blockquote data-quote="77IM" data-source="post: 4666500" data-attributes="member: 12377"><p>I'm not sure I see the problem -- a high Str character can just as easily have as good an Athletics modifier. Plus, in my house rule, Athletics and Acrobatics are NOT the same -- Acrobatics is faster, but Athletics is a lot more reliable/safer. (Actually, if you jump with a running start, Athletics is strictly superior to Acrobatics.) I did this to give Acrobatics a more "stunty" feel, while Athletics is more straightforward.</p><p></p><p></p><p>Because it requires the player to invest two whole feats in an ability that they expect to already have. As previously mentioned, it's terribly in-genre to have the nimble character bounce around the room. Many times, when a player creates an Acrobatic character, they expect to be able to be highly mobile, not doing backflips in place.</p><p></p><p></p><p>I disagree that it waters down Athletics in any way, because people can still use Athletics do jump and climb. It's OK for two different character traits to achieve similar game effects, just with a different flavor. Look at all the attack powers that basically boil down to "you hit a guy in a way that really hurts." The exception here is traits important enough to warrant niche-protection (e.g. the four roles), but I claim that "moving" is not an important enough niche to protect.</p><p></p><p></p><p>Yes, definitely. That's a really good example, in fact. If there's a question about an ancient religion or the history of magic, I would say "Make a History or Religion check, whichever is better," or "Make an Arcana or History check, whichever is better." Depending on the knowledge sought, I might give slightly different answers based on which skill is used, but I might not, if I am feeling lazy.</p><p></p><p></p><p>Your example actually involves jumping, so it seems that Acrobatics can be used to jump, but only in certain situations. I agree -- in my house rule, I only allow Acrobatics to sub for Athletics if it makes sense. Climbing a tree by flipping up the branches like parallel bars? Sure. Climbing a cliff by doing handsprings up the side of the mountain? Not likely -- use Athletics for that one.</p><p></p><p>The rule for acrobatic stunt says precisely nothing to me: you can use Acrobatics to attempt to do anything "that you can imagine and that your DM agrees to let you try."</p><p><strong>1.</strong> Isn't that true of all skills all the time?</p><p><strong>2.</strong> Does this imply that you CAN'T use Athletics to attempt things "that you can imagine and that your DM agrees to let you try?" </p><p></p><p>I certainly don't see where it says, "any other acrobatic stunt that you can imagine and that your DM agrees to let you try, provided it doesn't seem like you are jumping too far or climbing up anything."</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4666500, member: 12377"] I'm not sure I see the problem -- a high Str character can just as easily have as good an Athletics modifier. Plus, in my house rule, Athletics and Acrobatics are NOT the same -- Acrobatics is faster, but Athletics is a lot more reliable/safer. (Actually, if you jump with a running start, Athletics is strictly superior to Acrobatics.) I did this to give Acrobatics a more "stunty" feel, while Athletics is more straightforward. Because it requires the player to invest two whole feats in an ability that they expect to already have. As previously mentioned, it's terribly in-genre to have the nimble character bounce around the room. Many times, when a player creates an Acrobatic character, they expect to be able to be highly mobile, not doing backflips in place. I disagree that it waters down Athletics in any way, because people can still use Athletics do jump and climb. It's OK for two different character traits to achieve similar game effects, just with a different flavor. Look at all the attack powers that basically boil down to "you hit a guy in a way that really hurts." The exception here is traits important enough to warrant niche-protection (e.g. the four roles), but I claim that "moving" is not an important enough niche to protect. Yes, definitely. That's a really good example, in fact. If there's a question about an ancient religion or the history of magic, I would say "Make a History or Religion check, whichever is better," or "Make an Arcana or History check, whichever is better." Depending on the knowledge sought, I might give slightly different answers based on which skill is used, but I might not, if I am feeling lazy. Your example actually involves jumping, so it seems that Acrobatics can be used to jump, but only in certain situations. I agree -- in my house rule, I only allow Acrobatics to sub for Athletics if it makes sense. Climbing a tree by flipping up the branches like parallel bars? Sure. Climbing a cliff by doing handsprings up the side of the mountain? Not likely -- use Athletics for that one. The rule for acrobatic stunt says precisely nothing to me: you can use Acrobatics to attempt to do anything "that you can imagine and that your DM agrees to let you try." [b]1.[/b] Isn't that true of all skills all the time? [b]2.[/b] Does this imply that you CAN'T use Athletics to attempt things "that you can imagine and that your DM agrees to let you try?" I certainly don't see where it says, "any other acrobatic stunt that you can imagine and that your DM agrees to let you try, provided it doesn't seem like you are jumping too far or climbing up anything." -- 77IM [/QUOTE]
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