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Fixing Tumble
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4792189" data-attributes="member: 35909"><p>Tumble doesn't need a fix, it's built into the sytem with the assumption that classes based upon mobility like monk and rogue can use it to safely move about the battlefield. Such classes tend to suffer enough in the thick of combat with medium BAB and/or lower BAB than a frontliner. To make Tumble have a significant chance of failure would be to make those kinds of characters unplayable, unless you changed other rules as well.</p><p></p><p>As to both your solutions, they are both godawful and horrible, and I cannot say that any kinder. Anything that relies on BAB or attack roll is terrible. People argue it represents "skill" and ignore the fact that big dumb zombies and vermin have lots of attack bonus and BAB relative to their CR.</p><p></p><p>They also seem to think tumble is free. Spending ranks IS a cost. You could have gotten more spot bonus or something, but you chose to invest those skill points in Tumble. Do you have to choose to not increase something else to get your regularly scheduled BAB increase? No. It IS "free" as part of leveling. I consider unfairness to be an argument against such houserules.</p><p></p><p></p><p>That said, we did want to introduce rules to make tumble harder sometimes. We do enforce the higher DC for difficult terrains, and classes like Knight and Crusader that get abilities to hinder or stop tumbling are allowed. I also convinced the group that any counter-tumble rule should be based on...tumble. Quite simply, my argument was that the better you know how to tumble, the better you are at preventing it. When you make one of these tumble checks to prevent an enemy from doing so, you may or may not do acrobatics. It might be as simple as putting yourself in the way at the right moment.</p><p></p><p>I introduced two new houserules. One that anyone with Tumble trained can attempt:</p><p></p><p>"When an enemy tries to tumble through your square, you may choose to use an AoO to make a tumble check. If you beat his check result, he fails to enter your square."</p><p></p><p>The tumbler would have to both beat your result and the regular DC (normally 25). This helps prevent the oft-trotted out scenario of brave knight guarding the king's doorway and the rogue rolling right through his legs.</p><p></p><p>A more powerful option was added to the Combat Reflexes feat, which we found to be almost never taken and underpowered:</p><p>"In addition to it's other benefits, when someone tumbles through a square threatened by someone with Combat Reflexes, the character with Combat Reflexes may spend one of his Attacks of Opportunity for the round to make a tumble check, with a DC equal to the tumbler's tumble check result. If he is successful, the tumbler provokes attacks of opportunity as normal for moving through that square (from both the character with combat reflexes and other characters threatening that square.) The tumbler may choose to stop his motion in that square to avoid AoOs."</p><p></p><p>These worked for us. YMMV.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4792189, member: 35909"] Tumble doesn't need a fix, it's built into the sytem with the assumption that classes based upon mobility like monk and rogue can use it to safely move about the battlefield. Such classes tend to suffer enough in the thick of combat with medium BAB and/or lower BAB than a frontliner. To make Tumble have a significant chance of failure would be to make those kinds of characters unplayable, unless you changed other rules as well. As to both your solutions, they are both godawful and horrible, and I cannot say that any kinder. Anything that relies on BAB or attack roll is terrible. People argue it represents "skill" and ignore the fact that big dumb zombies and vermin have lots of attack bonus and BAB relative to their CR. They also seem to think tumble is free. Spending ranks IS a cost. You could have gotten more spot bonus or something, but you chose to invest those skill points in Tumble. Do you have to choose to not increase something else to get your regularly scheduled BAB increase? No. It IS "free" as part of leveling. I consider unfairness to be an argument against such houserules. That said, we did want to introduce rules to make tumble harder sometimes. We do enforce the higher DC for difficult terrains, and classes like Knight and Crusader that get abilities to hinder or stop tumbling are allowed. I also convinced the group that any counter-tumble rule should be based on...tumble. Quite simply, my argument was that the better you know how to tumble, the better you are at preventing it. When you make one of these tumble checks to prevent an enemy from doing so, you may or may not do acrobatics. It might be as simple as putting yourself in the way at the right moment. I introduced two new houserules. One that anyone with Tumble trained can attempt: "When an enemy tries to tumble through your square, you may choose to use an AoO to make a tumble check. If you beat his check result, he fails to enter your square." The tumbler would have to both beat your result and the regular DC (normally 25). This helps prevent the oft-trotted out scenario of brave knight guarding the king's doorway and the rogue rolling right through his legs. A more powerful option was added to the Combat Reflexes feat, which we found to be almost never taken and underpowered: "In addition to it's other benefits, when someone tumbles through a square threatened by someone with Combat Reflexes, the character with Combat Reflexes may spend one of his Attacks of Opportunity for the round to make a tumble check, with a DC equal to the tumbler's tumble check result. If he is successful, the tumbler provokes attacks of opportunity as normal for moving through that square (from both the character with combat reflexes and other characters threatening that square.) The tumbler may choose to stop his motion in that square to avoid AoOs." These worked for us. YMMV. [/QUOTE]
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