Are tumble Checks too easy?

I instituted two rules about a year ago which have stood the test of time, and which have prevented the following abuses:

1. "I tumble past the high level fighter, flank and sneak attack him." [DC 15 Tumble check]

2. "I cast Hold Person on the high level fighter, on the defensive."
[DC 15 + spell level Concentration check]

Rule #1 - Moving out of a threatened square provokes an AoO even when tumbling. Your AC against the AoO is the higher of your normal AC or your Tumble check plus any dodge bonuses to your normal AC.

Rule #2 - Casting a spell in a threatened square provokes an AoO. You are always assumed to be "casting on the defensive", although not in the rules sense. Your AC against the AoO is the higher of your normal AC or your Concentration check plus any dodge bonuses to your normal AC.

Cheers, Al'Kelhar
 

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re

ruleslawyer said:
The more relevant point, however, is "Why should he have to?"

I see lots of arguments both ways as to why Tumble is or isn't overpowered. I find the argument that Tumble shouldn't be more difficult because the RESULTS of tumbling into a bad situation aren't good to be rather worthless. It's like saying that monks should be able to move at a base speed of 90' and then gain 30' per level because that increased speed will just result in their reaching more powerful foes and triggering traps before their fellow party members get there. Or that frenzy should impart a +40 Strength bonus because the frenzied berserker is likely to turn on his party in any case.

Point is, what I do not see on this thread (all four pages of it!) is a reason why the opposed-check mechanic is NOT a better mechanic than the current fixed-DC mechanic. IOW, I don't see a stated reason why it should NOT be more difficult to Tumble past or around a more skilled opponent than past or around a less-skilled one. Instead, I see "points" like these:


My $0.02, anyway.

You completely ignored the other reasons I stated and took one out of context. I stated multiple reasons why I didn't see an opposed Tumble checks as necessary.

1. The classes who possess this as a class skill are generally weak combatants with lower hit points and AC than the monsters or main fighters. I always felt the skill was made relatively easy because any opposed check would make the skill nigh on unuseable at high levels when it is needed the most making the Rogue, Monk and Bard obsolete attackers given their lower base attack and the extremely high AC of enemies. The flank bonus and ability to move using Tumble increase their combat viability and survivability.


2. It is possible to ready an action to halt a tumbler by grappling them or hurt them very badly, even moreso at high levels given the number of creatures with special attacks. It is even possible to ready a spell such as a Wall of Force or Fire to stop them from tumbling as well. Plenty of counters to Tumble if it becomes a problem in your campaign.

3. With the new movement mechanic, a tumbler won't even be able to Tumble past extremely large creatures without a double movement (save for monks who don't get sneak attack).

4. With the new obstruction modifier, Tumbling through a creature will always be higher than 25, and tumbling through multiple creatures will be extremely high. I count the creature itself as an obstruction.

5. It is limited to wearers of light armor who are unencumbered. That severely limits armor choices further reducing high AC for many who possess this skill in most campaigns (save for the monk).

6. It is an additional opposed dice mechanic. The less dice I have to roll the happier I am. This is purely personal preference and the weakest resaon. Probably why you chose it from the rest.

7. It adds nothing to my game considering that versimilitude would not be helped because in a real fight, tumbling doesn't work. Tumbling is best left for Kung Fu theatre and cheesy action flicks, which to me is exactly what D&D combat often is. Why make it harder than it needs to be when it is a completely cinematic skill.

8. Rogues have weak will and fort saves leaving them open to many special attacks that will leave them helpless or worse. Let them have their fun tumbling into sneak attack position, they get to do it less and less at the higher levels. Bards have no real reason to get into flank position, they are not particularly great combatants and could help the party a great deal more in other ways. Monks are monks, they should be high flying.

9. If they officially institute an opposed tumble check I'll use it. I'm neither vehemently for nor against an opposed tumble check. I just assumed Andy Collins is an experienced DM who understood that an opposed Tumble roll might be more balanced, but less fun for rogues.

As I've stated numerous times, Rogues are easily killed and hurt in high level play. I think Andy Collins knows this and made the tumble check easy just for this reason. Tumble is most effective for a monk, but more necessary for a rogue. Why make it harder for the rogue than it needs to be?

I just feel making an opposed Tumble check a house rule is unncessary. The skill isn't a problem in my campaign and it is a life saver for the classes that have it.

Rogues, monks and bards are amongst the weakest of combatants because most DM's are going to design their BBEG's based on the fighters BAB with bonuses and AC leaving these three classes automatically less effective in combat against the BBEG. I say let them have their fun with the cannon fodder and lesser BBEG's Tumbling about and using sneak attack, gaining a flank bonus, etc, etc.

Tumbling is not that big a deal, even less so in 3.5. It only increases survivability for the classes who have it. The biggest beneficiary of tumble is the rogue because it allows them to move into position for sneak attack and get out of combat if they have to (which they often have to at higher level).

The only two reasons I see given for including an opposed tumble check are the following:

1. It increases verisimilitude, basically meaning it should be more difficult to tumble past a higher level creature or enemy NPC. As I stated, you don't tumble in real fights, it doesn't work. It would not increase verisimilitude for me who has been in fights and knows tumbling is mostly a very good way to knock yourself prone or throw yourself offbalance. About the only time you should be tumbling is if you are thrown and trained to fall and quickly regain your feet using a roll or have to jump out of the way of an oncoming object you can't evade with running.

Now, if you are talking about "cinematic reality", it might be more challenging or interesting to require an opposed tumble check, but hardly necessary to increase verisimilitude.

2. There is no meaningful reason to raise the skill after a certain point due to the static DC's.

IMO, this is a better reason to include an opposed Tumble check. I don't like it when a skill becomes so easy to use their is no reason to advance it.

But, I can see why they didn't make Tumble an opposed roll. A rogue has many skills to build up, and adding another would overextend even a rogue's skill points. The other classes who have it don't benefit anywhere near as much as a rogue, so the skill is no big deal.

We also use many of the skill uses in Oriental Adventures which encourages a rogue to increase their Tumble skill so they can do stuff like regain their feat as a free action.

That's my $.02.
 

ruleslawyer said:
So you're saying that it's OK for the Hide and Move Silently skills to work on an opposed basis, but because those already do, Tumble doesn't need to? That hardly makes sense. Again, the issue is whether the action of tumbling itself is too difficult. Your argument shouldn't depend on the circumstances occurring prior to the tumble. It's also true that finding a hiding rogue will be difficult for your average fighter; does that mean that every fighter should receive the ability to cast finger of death (targets rogues only) as a class feature at 1st level?

True, a spellcaster could use scrying and greater teleport to get to his target: That requires getting past targets' saves, breaching all sorts of magical defenses, et cetera. That means that as the spellcaster becomes more powerful, he'll have a better chance of pulling off this tactic; likewise, as the spellcaster's foes become more powerful, he'll have a harder time. The Tumble issue, however, simply requires a DC 25 check; a Dex of 20, a +5 skill item, and 14 ranks in Tumbling mean that an 11th-level rogue does this AUTOMATICALLY. A reasonably-maxed out 4th- or 5th-level rogue won't have a particularly hard time either. Not good mechanics.


You are saying it is reasonable to assume that a 6 year old prince with the ability to summon several high level bodyguards doesn't have a wizard or cleric present as well to deal with a little old onrushing rogue? His guards don't have ready actions to hammer anyone coming close? His guards aren't surrounding him in such a manner that there is no place the rogue can stand to strike the prince? The tumbling rogue still must have a 5 foot square to stand in to attack the prince. There are so many ways to deal with a tumbler it isn't even funny. Tumbling is not a concern.

Make an opposed roll if it makes you feel better. You'll just be making a skill that increases survivability more difficult than it needs to be.
 

re

James McMurray said:
And if you don't attack the Epic character? What if you're tumbling past in order to attack the 6 year-old prince he's gaurding? "I'm sorry mister prince, sir. It doesn't matter that you're completely surrounded by a ring of 80th level Legendary Dreadnaughts. The first level rogue ust killed you. Sure, he dies too, but his order will True REsurrect him."

What if you're tumbling past in order to dive through a portal so you can escape this advanced prismatic dragon that's about to eat you?

Here is how you do it for both situations:

First Situation:

1. Ring of Legendary Dreadnoughts surrounds the prince perfectly giving the tumbling rogue no place to stand to strike the prince. That would require 8 legendary dreadnoughts.

2. Every legendary dreadnight takes a ready action to strike the rogue as he moves in taking up to a five foot step prior to striking. They move in such a position that at least 3 are going to lay into him before he gets to teh prince.

3. If the prince has 80th level legendary dreadnoughts at his beck and call, then he most likely has a contingency that will erect some kind of magical defense preventing the rogue from attacking as well as a court mage ready to absolutely anninhilate the rogue should he take another step. 80th level mage versus even an 80th level rogue. I'll take the mage.

Second situation:
1. Rogue trying to tumble past BBEG to an open portal. Heck, I let him do it. It looks real cool.

2. BBEG wants to stop the rogue. I have the BBEG ready a grapple action against the rogue. Is he really going to beat a elder prismatic dragon on a grapple check without magic?

3. Dragon takes a ready action to close the portal (you didn't say it wasn't closeable). Rogue tumbles past and bounces off or tumbles past closed portal. Now he is cornered by an elder dragon with nowhere to go.

This game is too easy guy. It is easy to counter a tumbler. I can think of many, many ways to do it. Tumbling is not too easy nor a problem.

If making an opposed roll adds something tangible to your game, then you made a good choice. That hardly makes tumbling anymore "realistic" in your campaign than anyone elses.
 

Harms way. The bodyguard level 1 ability.

Take a bodyguard with Uncanny Dodge and put him next to the to be protected person. Rogue tumbles into position to whack a flatfooted sneak attack orgy. Devoted Defender changes places with the target. Rogue scratches Devoted Defender.

Devoted Defender proceeds to whack Rogue into handy pieces.
 

Metallian said:
It's also pretty hard to make an AoO when you haven't had an initiative yet, unless you have Combat Reflexes. Which, to be fair, the guards probably have.

As do most folks who have reach weapons, if they're smart. Combat Reflexes helps immensely with Reach weapons -- or for those lucky enough to have a natural reach.

However, if this hypothetical Tumbler was so stealthy that he or she managed to surprise these guards,

Surprise is not neccessary to win initiative, and you only have to win initiative in order to deny your opponents the opportunity to ready actions before you can tumble.

Now, to expand on James' example -- make it a 15th level Rogue, with a mere +10-to-Tumble magic item. Give him Spring Attack, and one of the several ways to gain the benefits of Expeditious Retreat (a potion, if nothing else).

Rogue takes the -10 penalty for moving at full speed; he tumbles 60' in, stabs the Prince for a boatload of damage, and then ... tumbles 60' back out. He has ZERO chance of failure (since he can take 10 on the tumble check -- Skill Mastery, remember); the prince has ZERO realistic chance of survival.

Despite the dozen or more 80th-to-100th level bodyguards and the incredible panoply of magical defenses.

That's just plain wrong.

then I feel that the Tumbler (two major gimmicks of the classes with Tumbling as a class skill: stealth, mobility) has earned access past the guards. A Wizard could have teleported (a simple spell) past them,

Unless, of course, there's a Dimensional Lock effect in place. Which I would, in fact, ASSUME of anyone with a dozen HIGH-epic bodyguards.

and a Barbarian could have charged through and soaked all of the hit point damage (simple hit dice),

Against James' 80th level Legendary Dreadnoughts? Standing shoulder to shoulder? No 1st or 10th or 15th level Barbarian is going to do THAT ... heck, not even with the Paragon template "for free" in terms of ECL ... !

so it's not like Tumbling (a simple skill) allows you to bypass otherwise impassible obstacles all the time.[/b]

Yes, again, it does. Take a 10th level rogue, careful selection of feats and class abilities, and an underestimated array of magical aids ... and you can take 10 on your tumble check, and meet the HIGHEST possible DC presented in the PHB, including all modifiers excepting only "full speed" (take a 15th level rogue, with "proper" magical aid ... and even that one is no big deal).

Plus, the Tumber still needs to find a way out, unless it was a suicide mission.

Or unless the tumbling WAS the way out.
 

Pax said:
Now, to expand on James' example -- make it a 15th level Rogue, with a mere +10-to-Tumble magic item. Give him Spring Attack, and one of the several ways to gain the benefits of Expeditious Retreat (a potion, if nothing else).

Rogue takes the -10 penalty for moving at full speed; he tumbles 60' in, stabs the Prince for a boatload of damage, and then ... tumbles 60' back out.

Since when has expeditious retreat allowed you to move 120'?

He has ZERO chance of failure (since he can take 10 on the tumble check -- Skill Mastery, remember); the prince has ZERO realistic chance of survival.

Why not just shoot the bugger from 30 feet away? Oops!

Despite the dozen or more 80th-to-100th level bodyguards and the incredible panoply of magical defenses.

Because in Paxworld, OSHA requirements mandate that babysitters shall be 80th level.

That's just plain wrong.

So, is this tomato-sauce-on-ice-cream wrong, or wearing-plaid-shirt-with-check-pants WRONG? I assume it can't be claiming-false-tax-deductions wrong, or defrauding-the-stock-market Wrong, or building-weapons-of-mass-destruction WRONG.

But I could be wrong.

Unless, of course, there's a Dimensional Lock effect in place. Which I would, in fact, ASSUME of anyone with a dozen HIGH-epic bodyguards.

For some strange reason though, said person somehow forgot to wear armour of fortification. Perhaps this is why he needs 80th level babysitters.

Yes, again, it does. Take a 10th level rogue, careful selection of feats and class abilities, and an underestimated array of magical aids ... and you can take 10 on your tumble check, and meet the HIGHEST possible DC presented in the PHB, including all modifiers excepting only "full speed" (take a 15th level rogue, with "proper" magical aid ... and even that one is no big deal).

And that is wrong. But not WRONG, mind you, so maybe it isn't all that wrong.
 


hong said:
A situation where a 1st level rogue has to tumble past 8 legendary dreadnoughts in order to kill a 6-year-old kid is about as far removed from D&D as... oh, a Counterstrike game featuring epic-level characters, or something. Try to come up with relevant examples some time.

Ok then. A 5th level rogue tumbling past a 12th level bodygaurd in order to assassinate the 6-year-old prince. Yeah, my example was extreme, but it extrapolates downwards quite easily.

What about it?

There's the Hong I'm used to. Dismissing points rather than addressing them.
 

James McMurray said:
Ok then. A 5th level rogue tumbling past a 12th level bodygaurd in order to assassinate the 6-year-old prince. Yeah, my example was extreme, but it extrapolates downwards quite easily.

A 5th level rogue who really wants to assassinate a 6-year-old prince has many, many ways to do it, without having to go to the trouble of melee combat.

There's the Hong I'm used to. Dismissing points rather than addressing them.

D00d, you don't have a point. Or rather, you do have a point, which basically consists of "Tumble is dumb". Which is nice, but being as it consists of an appeal to personal taste, is not exactly disprovable. Not that that stops you replying to me, ignore list notwithstanding. :cool:
 

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