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Building a Better Tumble
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2183444" data-attributes="member: 20805"><p><strong>Tumble Adding to AC..</strong></p><p></p><p>I like the idea of having Tumble add to your AC, per post #15 up there..</p><p></p><p>Not sure about all the math involved tho.</p><p> Perhaps just a scaled +2 to AC for beating DC 15 and an additional +2 AC for each +10 of DC.</p><p> { +10 to the DC if not moving at half speed }</p><p></p><p>This could stack with fighting defensively and Mobility, allowing for close to untouchable movement while developing a deeper level of tactical consideration on both sides.</p><p></p><p></p><p> For passing through an enemies square, a Tumble check of DC 25 and a the opponent gains +4 to an AoO taken against you. This check is made when the character attempts to enter the square in question. A failed check or a successful AoO results in the loss of 1 squares worth of movement without advancing. Multiple attempts to pass an opponent can be made during a single move, provided the character has enough movement left to make it to a clear space on the other side of that opponent. Each additional attempt in a round grants the opponent an additional +2 to hit..altho he may well be out of AoOs to use.</p><p></p><p></p><p> IMC, AoO play a major part of the battlefield.. whether they get taken or not. My players always consider the possibility when moving about the battle.</p><p></p><p></p><p>Off the wall thought. Mounted Combat lets you substitute a Ride check for your mounts AC. Would it be that bad to have Tumble set your AC for the duration of the tumble? Mobility could add on top of that, maintaining its usefulness to tumble fiends.</p><p></p><p>enough rambling. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2183444, member: 20805"] [b]Tumble Adding to AC..[/b] I like the idea of having Tumble add to your AC, per post #15 up there.. Not sure about all the math involved tho. Perhaps just a scaled +2 to AC for beating DC 15 and an additional +2 AC for each +10 of DC. { +10 to the DC if not moving at half speed } This could stack with fighting defensively and Mobility, allowing for close to untouchable movement while developing a deeper level of tactical consideration on both sides. For passing through an enemies square, a Tumble check of DC 25 and a the opponent gains +4 to an AoO taken against you. This check is made when the character attempts to enter the square in question. A failed check or a successful AoO results in the loss of 1 squares worth of movement without advancing. Multiple attempts to pass an opponent can be made during a single move, provided the character has enough movement left to make it to a clear space on the other side of that opponent. Each additional attempt in a round grants the opponent an additional +2 to hit..altho he may well be out of AoOs to use. IMC, AoO play a major part of the battlefield.. whether they get taken or not. My players always consider the possibility when moving about the battle. Off the wall thought. Mounted Combat lets you substitute a Ride check for your mounts AC. Would it be that bad to have Tumble set your AC for the duration of the tumble? Mobility could add on top of that, maintaining its usefulness to tumble fiends. enough rambling. ;) [/QUOTE]
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