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Forked Thread: Acrobatic Stunts - What Can You Do (DC?)
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<blockquote data-quote="mneme" data-source="post: 5234324" data-attributes="member: 59248"><p>In general, I wouldn't let acrobatics duplicate athletics exactly (though a house rule that they're really the same skill but that climb/jump/swim/open door/move heavy object/force your way out of a grab add your bonuses to strength, whereas more "acrobatic" uses add your bonuses to Dex seems entirely doable)--but in many situations, it's kosher to come up with "acrobatic" equivalents to a strength check--just like many situations where you -could- make an acrobatics check can also be handled by just jumping over an obstacle.</p><p></p><p></p><p>In addition to swinging on chandeliers and randomly appearing ropes, I think a "wall jump" manuver where the acrobat jumps rapidly between two surfaces seems a fine way to make an ascent.</p><p></p><p>Regarding escalating difficulty with level, I think the important thing to do is make the new difficulty match the chrome. At first level, it's 15 DC to swing on a handy curtain rope. At 6th level, it's 20 DC to jump and swing on a chandelier. At 11th level, it's a DC 25 to wall jump using the wall and aa convenient giant. At 16th level, you get to make attacks against the giant while you do it (but the DC is 30). At 21st level, you just run up the wall (just make sure you make it to the top before you stop unless you want to make an acrobatics check to reduce falling damage) -- etc.</p><p></p><p>Each increase in level/tier should result in an increase of difficulty in stunts (unlike Athletics, you don't get to make your stunts on easy mode--except for reducing falling damage, of course), but that should also result in greater degrees of freedom and more conditions under which the stunts are possible.</p><p></p><p>IIRC, there are LFR modules where ascending a cliff is an athletics check (at half speed) or an acrobatics check (at full speed, but a higher DC and a greater chance of falling if you fail).</p></blockquote><p></p>
[QUOTE="mneme, post: 5234324, member: 59248"] In general, I wouldn't let acrobatics duplicate athletics exactly (though a house rule that they're really the same skill but that climb/jump/swim/open door/move heavy object/force your way out of a grab add your bonuses to strength, whereas more "acrobatic" uses add your bonuses to Dex seems entirely doable)--but in many situations, it's kosher to come up with "acrobatic" equivalents to a strength check--just like many situations where you -could- make an acrobatics check can also be handled by just jumping over an obstacle. In addition to swinging on chandeliers and randomly appearing ropes, I think a "wall jump" manuver where the acrobat jumps rapidly between two surfaces seems a fine way to make an ascent. Regarding escalating difficulty with level, I think the important thing to do is make the new difficulty match the chrome. At first level, it's 15 DC to swing on a handy curtain rope. At 6th level, it's 20 DC to jump and swing on a chandelier. At 11th level, it's a DC 25 to wall jump using the wall and aa convenient giant. At 16th level, you get to make attacks against the giant while you do it (but the DC is 30). At 21st level, you just run up the wall (just make sure you make it to the top before you stop unless you want to make an acrobatics check to reduce falling damage) -- etc. Each increase in level/tier should result in an increase of difficulty in stunts (unlike Athletics, you don't get to make your stunts on easy mode--except for reducing falling damage, of course), but that should also result in greater degrees of freedom and more conditions under which the stunts are possible. IIRC, there are LFR modules where ascending a cliff is an athletics check (at half speed) or an acrobatics check (at full speed, but a higher DC and a greater chance of falling if you fail). [/QUOTE]
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