re
For the folks who want an opposed tumble check,
Why are you trying to create a house rule for an opposed roll for Tumbling? Are you trying to add realism to your game or is it really a problem in your campaign?
You are completely glossing over the fact that the only core classes with the Tumble skill are rather weak combatants. They don't have alot of hit points and their only saving grace is their sneak attack, unarmed strike, and nothing for the bard.
I don't know what level the campaigns you play in are, but at high levels Tumble means squat. The wizards are all flying. The clerics are protected by some sickening aura that requires a Fortitude save that would make a Rogue or Bard puke. The fighters have AC's that many rogues, monks and bards can't touch, as do many of the bad guys (And the wizard and fighter are usually surrounded by an aura as well). The enemies can sneak attack, and there is nothing like getting flanked up by a couple of Abyssal Ghouls or Blackstone Giants. They often have a high level rogue with the Spring Attack feat chain or some other sick combination that gives them plenty of opportunities to tear you up.
At high level, using the Tumble check as an AC is going to make it seem like you don't even have the skill. You are going to get splattered.
If all you play in is low level game where an opposed Tumble check can be reasonably balanced, then I guess no big deal. I just know at high level when an enemy creatures attack bonus can reach +30 or more, you are asking for trouble. What is the real trade off anyhow? Better gameplay. More realism. If you don't gain anything better for your game, don't bother using an opposed roll.
For the folks who want an opposed tumble check,
Why are you trying to create a house rule for an opposed roll for Tumbling? Are you trying to add realism to your game or is it really a problem in your campaign?
You are completely glossing over the fact that the only core classes with the Tumble skill are rather weak combatants. They don't have alot of hit points and their only saving grace is their sneak attack, unarmed strike, and nothing for the bard.
I don't know what level the campaigns you play in are, but at high levels Tumble means squat. The wizards are all flying. The clerics are protected by some sickening aura that requires a Fortitude save that would make a Rogue or Bard puke. The fighters have AC's that many rogues, monks and bards can't touch, as do many of the bad guys (And the wizard and fighter are usually surrounded by an aura as well). The enemies can sneak attack, and there is nothing like getting flanked up by a couple of Abyssal Ghouls or Blackstone Giants. They often have a high level rogue with the Spring Attack feat chain or some other sick combination that gives them plenty of opportunities to tear you up.
At high level, using the Tumble check as an AC is going to make it seem like you don't even have the skill. You are going to get splattered.
If all you play in is low level game where an opposed Tumble check can be reasonably balanced, then I guess no big deal. I just know at high level when an enemy creatures attack bonus can reach +30 or more, you are asking for trouble. What is the real trade off anyhow? Better gameplay. More realism. If you don't gain anything better for your game, don't bother using an opposed roll.