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Combat is different
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<blockquote data-quote="JDJblatherings" data-source="post: 4594513" data-attributes="member: 52044"><p>That's like saying every combat is resolved by the last to hit roll.</p><p></p><p>If one wanted to resolve the jump scenario with dice all the points I raised (and more) could easily involve a half dozen plus dice rolling opportunities. </p><p></p><p>why not tie off a rope? <- use a roll if DM and players are maniacs</p><p></p><p>Have a grappling hook? <- an exercise in resource management/equipment selection. Do you haggle when you buy goods? if so a dice roll.</p><p></p><p>How's the footing look on the other side? <- careful planning and a perception check</p><p></p><p>Can an ally catch the fool before they leap to their doom? <- Initiative and or grapple attack.</p><p></p><p>JUMP. <- the acrobatics/jump roll. </p><p></p><p>If there is a safety-line and they miss the jump and someone is holding the rope-> str check to not get the rope yanked free.</p><p></p><p>Can they spot something to grab on the way down and actually grab it? <- perception check and acrobatics. </p><p></p><p>Safety line attached? <- Pull the guy up, in a hurry make a STR check. </p><p></p><p>Safety line not attached but managed to catch a hold on the way down? <- Then there is a climb check to get out.</p><p></p><p>The less abstract one gets the more opportunities there are to roll or role ones way through a situation. </p><p></p><p>Combat has picky rules...who, when, where, with what, how much? You have action (attacks), defenses, impact of actions (damage and effects), mitigation of impact and maneuver.</p><p>There are scores and rules to cover all of that. </p><p></p><p>In a jump we still have maneuver, action,defense, impact of actions and mitigation of impact. We just have to use scores and abilities that are not all spelled out in a chapter spent on jumping.</p></blockquote><p></p>
[QUOTE="JDJblatherings, post: 4594513, member: 52044"] That's like saying every combat is resolved by the last to hit roll. If one wanted to resolve the jump scenario with dice all the points I raised (and more) could easily involve a half dozen plus dice rolling opportunities. why not tie off a rope? <- use a roll if DM and players are maniacs Have a grappling hook? <- an exercise in resource management/equipment selection. Do you haggle when you buy goods? if so a dice roll. How's the footing look on the other side? <- careful planning and a perception check Can an ally catch the fool before they leap to their doom? <- Initiative and or grapple attack. JUMP. <- the acrobatics/jump roll. If there is a safety-line and they miss the jump and someone is holding the rope-> str check to not get the rope yanked free. Can they spot something to grab on the way down and actually grab it? <- perception check and acrobatics. Safety line attached? <- Pull the guy up, in a hurry make a STR check. Safety line not attached but managed to catch a hold on the way down? <- Then there is a climb check to get out. The less abstract one gets the more opportunities there are to roll or role ones way through a situation. Combat has picky rules...who, when, where, with what, how much? You have action (attacks), defenses, impact of actions (damage and effects), mitigation of impact and maneuver. There are scores and rules to cover all of that. In a jump we still have maneuver, action,defense, impact of actions and mitigation of impact. We just have to use scores and abilities that are not all spelled out in a chapter spent on jumping. [/QUOTE]
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