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Arcobatics and Moving Through Enemy Space
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<blockquote data-quote="KarinsDad" data-source="post: 4820813" data-attributes="member: 2011"><p>This came up in our game just 10 days ago.</p><p></p><p>I am toying with the house rule of:</p><p></p><p>"The size of the opponent does not matter (for simplicity). The PC makes an Acrobatics check against the better of the NPC's Athletics, Acrobatics, or overall Dex modifier plus 20. If successful, the PC can get through the square. If not successful, the PC uses the movement and remains in the last legal square he was in. The PC still provokes OAs like normal (regardless of success) and this move cannot be combined with a Shift. Moving through an opponent's squares is considered difficult terrain."</p><p></p><p>Less than 100 monsters in the MM have Athletics or Acrobatics, hence, the DC tends to be Dex+20. So, a 14th level Drider Shadowspinner (somewhat low Dex) would set the DC to 30.</p><p></p><p>At 14th level, a PC with a Dex of 14 and no Acrobatics training would be +9 and would not succeed without help. A normal Rogue with training and a Dex of 22 would be +18. He needs a 12 or higher (45%). A Rogue with training, a Dex of 22, Skill Focus and a +3 Acrobatics item would be +24 and only needs a 6.</p><p></p><p>Powers that boost or allow for re-rolls on the next skill check would increase the odds.</p><p></p><p>And there are many monsters that would be more difficult than this: monsters with higher Dex (the Shadowspinner is somewhat low), monsters that have Athletics or Acrobatics, and higher level monsters.</p><p></p><p>The idea is to not allow this to take the place of multi-square shifts (like the Tumble power) and not something that is done often, rather the intent is to allow the trained PC (and not most untrained PCs) to sometimes do something cool, but to pay the OA for doing so. And, the intent is to keep the rule fairly simple.</p><p></p><p></p><p>Note: The reason to add Athletics is twofold: 1) An athletically trained creature should be more able to quickly move to interpose (e.g. jump to block), 2) Monsters have an extremely low number of skills, so I didn't want to totally penalize strong creatures that are athletically trained, just not acrobatics trained. I could see that high Str low Dex monsters might not be able to react in time unless they are trained in Athletics, so I did not add raw Str without Athletics into the equation.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4820813, member: 2011"] This came up in our game just 10 days ago. I am toying with the house rule of: "The size of the opponent does not matter (for simplicity). The PC makes an Acrobatics check against the better of the NPC's Athletics, Acrobatics, or overall Dex modifier plus 20. If successful, the PC can get through the square. If not successful, the PC uses the movement and remains in the last legal square he was in. The PC still provokes OAs like normal (regardless of success) and this move cannot be combined with a Shift. Moving through an opponent's squares is considered difficult terrain." Less than 100 monsters in the MM have Athletics or Acrobatics, hence, the DC tends to be Dex+20. So, a 14th level Drider Shadowspinner (somewhat low Dex) would set the DC to 30. At 14th level, a PC with a Dex of 14 and no Acrobatics training would be +9 and would not succeed without help. A normal Rogue with training and a Dex of 22 would be +18. He needs a 12 or higher (45%). A Rogue with training, a Dex of 22, Skill Focus and a +3 Acrobatics item would be +24 and only needs a 6. Powers that boost or allow for re-rolls on the next skill check would increase the odds. And there are many monsters that would be more difficult than this: monsters with higher Dex (the Shadowspinner is somewhat low), monsters that have Athletics or Acrobatics, and higher level monsters. The idea is to not allow this to take the place of multi-square shifts (like the Tumble power) and not something that is done often, rather the intent is to allow the trained PC (and not most untrained PCs) to sometimes do something cool, but to pay the OA for doing so. And, the intent is to keep the rule fairly simple. Note: The reason to add Athletics is twofold: 1) An athletically trained creature should be more able to quickly move to interpose (e.g. jump to block), 2) Monsters have an extremely low number of skills, so I didn't want to totally penalize strong creatures that are athletically trained, just not acrobatics trained. I could see that high Str low Dex monsters might not be able to react in time unless they are trained in Athletics, so I did not add raw Str without Athletics into the equation. [/QUOTE]
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