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<blockquote data-quote="Ilium" data-source="post: 3091415" data-attributes="member: 40124"><p>Hmm. Stalker0 makes some good points, but assuming you still want to have it scale, then I think having the AoO stop your movement through the opponent's space would work. You could get into a situation where you succeed when you rolled lousy, however. Say you get a grand total of 15 on your check (not even exceeding your AC). The opponent rolls a 1 on his AoO and you sail right through his space. It makes blocking a path that much more difficult.</p><p></p><p>And as to Stalker0's objections (which I think are quite valid): My own gripe with the tumble skill is not that you can auto-succeed and that makes it too powerful. It's that you can auto-succeed and never spend another point in it. If a character concept includes tumbling in combat, I'd like to see a good reason to continue developing that skill after, say, 5th level. Maybe what we really need is new uses for tumble that make it worth keeping maxed. I'd like there to be an in-game difference between someone with a +15 modifier and someone with a +25 beyond being able to pass through someone's space with impunity.</p><p></p><p>One thing I have considered recently is letting you use tumble to negate falls greater than 10 feet. Maybe reduce the effective fall distance by a number of feet equal to your check total - 5 or something. Or maybe let you substitute a tumble check for a Reflex save. I'm just thinking out loud.</p></blockquote><p></p>
[QUOTE="Ilium, post: 3091415, member: 40124"] Hmm. Stalker0 makes some good points, but assuming you still want to have it scale, then I think having the AoO stop your movement through the opponent's space would work. You could get into a situation where you succeed when you rolled lousy, however. Say you get a grand total of 15 on your check (not even exceeding your AC). The opponent rolls a 1 on his AoO and you sail right through his space. It makes blocking a path that much more difficult. And as to Stalker0's objections (which I think are quite valid): My own gripe with the tumble skill is not that you can auto-succeed and that makes it too powerful. It's that you can auto-succeed and never spend another point in it. If a character concept includes tumbling in combat, I'd like to see a good reason to continue developing that skill after, say, 5th level. Maybe what we really need is new uses for tumble that make it worth keeping maxed. I'd like there to be an in-game difference between someone with a +15 modifier and someone with a +25 beyond being able to pass through someone's space with impunity. One thing I have considered recently is letting you use tumble to negate falls greater than 10 feet. Maybe reduce the effective fall distance by a number of feet equal to your check total - 5 or something. Or maybe let you substitute a tumble check for a Reflex save. I'm just thinking out loud. [/QUOTE]
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