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Building a Better Tumble
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2191288" data-attributes="member: 20805"><p><strong>DC+BA vice Opposed Skill...</strong></p><p></p><p>Sledge, I think you are missing a major point from most of the posters here...</p><p> To me, its not that Tumble is unbalanced and is destroying my game. Its that there is no reason for a character to invest into the ability beyond the initial cost. The system does not scale.</p><p></p><p> Your analysis of the DC 10+BAB method is right on. A Tumble focused character who spends the points to be good at it, will be good against CR equivilent encounters.</p><p> </p><p> The cross-class tumbler wont be as good as the class tumbler, as they can be under the current static DC system. Instead they will be able to Tumble past the mooks.</p><p></p><p> Doing an opposed skill check is, IMHO, the worst way to go. Like a Tank Fighter is going to spend points on an 'anti-tumble' skill just to catch that annoying Monk. You end up with the result of Tumblers being stopped only by other Tumblers.</p><p></p><p> All in all, I have been sold on the DC 10+BAB variant. It scales, is easily calculated, and allows the characters to do *what monks do* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2191288, member: 20805"] [b]DC+BA vice Opposed Skill...[/b] Sledge, I think you are missing a major point from most of the posters here... To me, its not that Tumble is unbalanced and is destroying my game. Its that there is no reason for a character to invest into the ability beyond the initial cost. The system does not scale. Your analysis of the DC 10+BAB method is right on. A Tumble focused character who spends the points to be good at it, will be good against CR equivilent encounters. The cross-class tumbler wont be as good as the class tumbler, as they can be under the current static DC system. Instead they will be able to Tumble past the mooks. Doing an opposed skill check is, IMHO, the worst way to go. Like a Tank Fighter is going to spend points on an 'anti-tumble' skill just to catch that annoying Monk. You end up with the result of Tumblers being stopped only by other Tumblers. All in all, I have been sold on the DC 10+BAB variant. It scales, is easily calculated, and allows the characters to do *what monks do* :) [/QUOTE]
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