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Building a Better Tumble
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<blockquote data-quote="Telas" data-source="post: 2188870" data-attributes="member: 20934"><p>Thanks for the perceptive, yet entirely inaccurate analysis of my campaign, Sledge. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>I guess I could have been more clear. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>Almost all of my campaign's "big fights" are with a number of humanoids of mixed classes. The monks blow right through the front lines and engage the spellcasters. I've got no problem with that happening. As mentioned, it's <strong>what monks do</strong>. </p><p></p><p>The problem I do have is that they can do it for <em>seven skill points</em>, where it takes a Fighter two feats (Dodge + Mobility). After about 5th level, they stop buying points <em>in a skill that is used in almost every combat.</em> I haven't had a "Tumbling Rogue" in the campaign, so I can't speak to that (although a +10 to move isn't too uncommon).</p><p></p><p>As an aside: A +2 for subsequent Tumble checks really isn't that much (although it does add up). It takes the chance of a successful Tumble from a 85% to a 75%. Those are still good odds at not getting hit. The afore-mentioned Fighter only gets a +4 to AC (+5 if using Dodge). :\ </p><p></p><p>What really brought it home to me was a fight I was in a few weeks ago as a player. My Barbarian was fighting a Fomorian Giant, and I was almost killed over AoOs (he'd hit and move away). Since he has a <strong>+21</strong> to hit (can you tell I'm AD&D-reared?), that +4 Mobility bonus is nothing. A few ranks in Tumble, and I almost could have taken him single-handedly (OK, not really...). <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><p></p><p>Anyway, I think a Tumble that scales is a good idea. Yeah, I gripe when the Monks blow past the guards, but they rarely do any real damage to the casters (and are now in touch range <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> ). </p><p></p><p>My real issues are the low cost for such a powerful ability, and the "constant DC". </p><p></p><p>Telas</p></blockquote><p></p>
[QUOTE="Telas, post: 2188870, member: 20934"] Thanks for the perceptive, yet entirely inaccurate analysis of my campaign, Sledge. :cool: I guess I could have been more clear. :heh: Almost all of my campaign's "big fights" are with a number of humanoids of mixed classes. The monks blow right through the front lines and engage the spellcasters. I've got no problem with that happening. As mentioned, it's [B]what monks do[/B]. The problem I do have is that they can do it for [I]seven skill points[/I], where it takes a Fighter two feats (Dodge + Mobility). After about 5th level, they stop buying points [I]in a skill that is used in almost every combat.[/I] I haven't had a "Tumbling Rogue" in the campaign, so I can't speak to that (although a +10 to move isn't too uncommon). As an aside: A +2 for subsequent Tumble checks really isn't that much (although it does add up). It takes the chance of a successful Tumble from a 85% to a 75%. Those are still good odds at not getting hit. The afore-mentioned Fighter only gets a +4 to AC (+5 if using Dodge). :\ What really brought it home to me was a fight I was in a few weeks ago as a player. My Barbarian was fighting a Fomorian Giant, and I was almost killed over AoOs (he'd hit and move away). Since he has a [B]+21[/B] to hit (can you tell I'm AD&D-reared?), that +4 Mobility bonus is nothing. A few ranks in Tumble, and I almost could have taken him single-handedly (OK, not really...). ;) Anyway, I think a Tumble that scales is a good idea. Yeah, I gripe when the Monks blow past the guards, but they rarely do any real damage to the casters (and are now in touch range :] ). My real issues are the low cost for such a powerful ability, and the "constant DC". Telas [/QUOTE]
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