James McMurray
First Post
Celtavian said:The arguments are pointless either way. The problem I have with the view that Tumble needs an opposed roll is "game value." "Game value" is basically an indicator of what does a rule change add to your game.
I don't feel a Tumble check would add anything to my game. It would just be another dice mechanic for me to remember.
As I stated too many times, as you get higher level Tumble becomes a relatively useless skill save for isolating yourself. Any DM worth his salt will have the BBEG hammer you hard or one of his minions do so if you Tumble into sneak attack position.
I fail to see anyone, including Pax, noting how often this happens in high level play. Rogues, Bards and Monks have a hard enough time surviving high level combat. I would love to hear how your Rogue, Bard or Monk utilized Tumble to survive high end Fort and Will saves.
From what it sounds like to me, Pax is playing in a soft campaign that lets players get away with murder. I don't play in one of those campaigns and alot of the time I use my Tumble skill to even get a chance to enter combat after the fighters draw the ire of the creature. It doesn't take much to kill a Rogue, Bard or Monk. Do you acknowledge this reality or do you plan to give me a BS example of the exceptional Rogue who happens to have a better AC than the fighter? It certainly doesn't happen that often in the campaigns I play in.
I won't reply with a "BS example". For one, if there is an example that can be made by the rules, then it isn't BS. Second, your mind, as you said, is made up. Why should I try to change it? It isn't as if either of our happiness lies in making the other see things our way. I'm perfectly content to state my side of things and move on.
I don't know what games Pax plays in other than one Epic Arena (check my sig for more info). In an arena setting, where fights are generally somewhere between one-on-one and two-on-two, tumble becomes an incredibly powerful skill.
I have two rogues in that arena (Flim and Flam). They use tumble to demolish their foes by getting into flanking position with sneak attacks. If we didn't use the reflex save variant for tumble, there'd never be a failed tumble check ever, meaning no one could ever stop them from flanking without finding a corner to hide in.
In games where you constantly face multiple foes, tumble becomes less useful. In games where you sometimes face multiple foes, and sometimes face one or two, tumble becomes a better option. In games where you usually face one or two foes, tumble becomes valuable enough to pick up as a cross-class skill and get a magic item to help you out.