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Attack and Tumble
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<blockquote data-quote="LifebaneSoulshadow" data-source="post: 2863326" data-attributes="member: 7475"><p><strong>Tumble and that DC 15 check.</strong></p><p></p><p>I used to be one of those that opposed tumble as written in the PHB. (preferring the variant some use involving an opposed attack roll)</p><p></p><p>Since then, I've rethought my ways. The only classes that get tumble as a 'class' skill are monk and rogue. The 2 classes that are d6 and d8 (lots less hps than a front line fighter with d10 or d12 hit points). They are also classes that typically need to be in melee range to do their dirty work.</p><p></p><p>Trust me when I say, it will break nothing, if you leave tumble as it is written in the PHB.</p><p></p><p></p><p>Other classes can take tumble (cross class) but they will always be inferior at it compared to a real rogue or monk.</p><p></p><p>The rogue and monk need tumble is it's written to survive and actually get into melee and in some cases get 'out' of melee when things go sour. (or repositioning while in threatened squares)</p><p></p><p>Where you run into trouble with tumble is when non rogue/monk classes start somehow getting it as a 'class' skill (thru the old cosmopolitan feat or such).</p><p></p><p></p><p>Besides, more often than not, dungeon floors (where they typically are adventuring) are uneven or rough (adds +2 to tumble check), often with multiple opponents (each adding +2 to the check) etc... There are often enough mitigating factors that make tumble more than just a DC 15 check.</p></blockquote><p></p>
[QUOTE="LifebaneSoulshadow, post: 2863326, member: 7475"] [b]Tumble and that DC 15 check.[/b] I used to be one of those that opposed tumble as written in the PHB. (preferring the variant some use involving an opposed attack roll) Since then, I've rethought my ways. The only classes that get tumble as a 'class' skill are monk and rogue. The 2 classes that are d6 and d8 (lots less hps than a front line fighter with d10 or d12 hit points). They are also classes that typically need to be in melee range to do their dirty work. Trust me when I say, it will break nothing, if you leave tumble as it is written in the PHB. Other classes can take tumble (cross class) but they will always be inferior at it compared to a real rogue or monk. The rogue and monk need tumble is it's written to survive and actually get into melee and in some cases get 'out' of melee when things go sour. (or repositioning while in threatened squares) Where you run into trouble with tumble is when non rogue/monk classes start somehow getting it as a 'class' skill (thru the old cosmopolitan feat or such). Besides, more often than not, dungeon floors (where they typically are adventuring) are uneven or rough (adds +2 to tumble check), often with multiple opponents (each adding +2 to the check) etc... There are often enough mitigating factors that make tumble more than just a DC 15 check. [/QUOTE]
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