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Building a Better Tumble
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<blockquote data-quote="Sledge" data-source="post: 2190898" data-attributes="member: 9324"><p>Telas I'm glad you did read it as intended. What I'm trying to explain is that when people try and stand 8+ feet apart it should be no surprise that someone managed to get past them. If you were trying to stop someone from getting by you would stand closer to your comrades. I'm still having trouble seeing what is actually being unbalancing. However I will concede that you seeing an imbalance for your games.</p><p></p><p>However I still do think the way you scale DC's will not do you well. At level one a basic tumbler will have a likely 7 (by your previous monk example) to their roll. This means they only need a 4 to succeed. At level 2 they will get the synergy and will automatically succeed. From that level on they automatically succeed against any equal BAB to level opponent so long as they invest in the skill. So yes it means they do have to keep investing. They will never have better that 50% chance of doing it at full speed however unless they up their dex and get feats. So you've given them the ability earlier at the cost of actually getting the skill ranks they should have in my opinion been picking up anyways. No real change to the game here except a few skill ranks at higher levels.</p><p>Meanwhile a cross class tumbler will at level 8 only have a +9 or so tumble, which gives him around a 50% chance of ever tumbling succesfully. This is basically a waste for the character.</p><p></p><p>If doing an opposed roll do it against another skill. Either balance or tumble itself spring to mind as the best choice.</p></blockquote><p></p>
[QUOTE="Sledge, post: 2190898, member: 9324"] Telas I'm glad you did read it as intended. What I'm trying to explain is that when people try and stand 8+ feet apart it should be no surprise that someone managed to get past them. If you were trying to stop someone from getting by you would stand closer to your comrades. I'm still having trouble seeing what is actually being unbalancing. However I will concede that you seeing an imbalance for your games. However I still do think the way you scale DC's will not do you well. At level one a basic tumbler will have a likely 7 (by your previous monk example) to their roll. This means they only need a 4 to succeed. At level 2 they will get the synergy and will automatically succeed. From that level on they automatically succeed against any equal BAB to level opponent so long as they invest in the skill. So yes it means they do have to keep investing. They will never have better that 50% chance of doing it at full speed however unless they up their dex and get feats. So you've given them the ability earlier at the cost of actually getting the skill ranks they should have in my opinion been picking up anyways. No real change to the game here except a few skill ranks at higher levels. Meanwhile a cross class tumbler will at level 8 only have a +9 or so tumble, which gives him around a 50% chance of ever tumbling succesfully. This is basically a waste for the character. If doing an opposed roll do it against another skill. Either balance or tumble itself spring to mind as the best choice. [/QUOTE]
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