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How do YOU wing it?
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<blockquote data-quote="Saeviomagy" data-source="post: 1849085" data-attributes="member: 5890"><p>Well, I wasn't. Otherwise I'd have quoted your post. I was actually referring to the original "the save DC for not slipping off the slanty castle is easy" comment.</p><p></p><p>However, if you want to make something of it:</p><p>The balance check is to move around the slanty castle. There are DC's in the book and everything. Winging it isn't really necessary.</p><p></p><p>Hey, guess what, that's in the book too! If you miss a jump check by 5 or less, you get a reflex save dc 15. Make that? You're clinging on for dear life.</p><p></p><p>Me, I just shorthand that by saying "jump check", all the implications of which are in the rulebook. Ignoramus.</p><p></p><p>You mean if he *fails* the jump check and *makes* the reflex save, right?</p><p></p><p>Well, the book says that to CLIMB, you make a CLIMB check. But hey, I'm sure the players in your game never take ranks in it anyway, what with it being useless and all, so I guess you're fine there since an unskilled climb IS a strength check.</p><p></p><p>Well, I'd say he's standing on the back of the dragon, and that a dragons back isn't a smooth, flat floor. Standing about on one in flight is gonna be difficult.</p><p></p><p>Mind you, I'd also say that a high DC ride check (26 or so? 20 for the base "free action mount/dismount", +2 for moving target, +2 for hostile target, +2 for doing it while falling) would put you properly in the saddle, negating the need for balance.</p><p></p><p>That's all depending on how the player describes the thing, and which will probably go best for him. Ultimately, this sounds cool, so I want it to work and I'll suggest to the player that he go with what will work best.</p><p></p><p>Yup. But some of them go with the rules and some go against. I feel that if the rules cover what you're doing, there's no real need to make up stuff. If the rules don't cover what you're doing, find something close and go with that. You'll often find that there are multiple 'within the rules' ways to accomplish a scenario.</p><p></p><p>And finally: let the player have input on what mechanic to use.</p><p></p><p>For instance I'd also accept: Jump check to within 5 of the DC (to put you in the square next to the dragon) followed by a charging grapple (touch attack, opposed grapple check). It seems unlikely to me that a PC would be better off trying this (given the average stats of a large dragon) than the jump-save-climb-balance or jump-save-climb-ride version though.</p><p></p><p>There's 'winging it' and then there's 'ignoring the skill points that PC's have invested in balance, climb and jump'. I'd much rather reward players for having the tools for the job than assign arbitrary save DCs.</p><p></p><p>Your rules cross over into the second version, and make the game less fun for anyone who's decided to invest those points.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1849085, member: 5890"] Well, I wasn't. Otherwise I'd have quoted your post. I was actually referring to the original "the save DC for not slipping off the slanty castle is easy" comment. However, if you want to make something of it: The balance check is to move around the slanty castle. There are DC's in the book and everything. Winging it isn't really necessary. Hey, guess what, that's in the book too! If you miss a jump check by 5 or less, you get a reflex save dc 15. Make that? You're clinging on for dear life. Me, I just shorthand that by saying "jump check", all the implications of which are in the rulebook. Ignoramus. You mean if he *fails* the jump check and *makes* the reflex save, right? Well, the book says that to CLIMB, you make a CLIMB check. But hey, I'm sure the players in your game never take ranks in it anyway, what with it being useless and all, so I guess you're fine there since an unskilled climb IS a strength check. Well, I'd say he's standing on the back of the dragon, and that a dragons back isn't a smooth, flat floor. Standing about on one in flight is gonna be difficult. Mind you, I'd also say that a high DC ride check (26 or so? 20 for the base "free action mount/dismount", +2 for moving target, +2 for hostile target, +2 for doing it while falling) would put you properly in the saddle, negating the need for balance. That's all depending on how the player describes the thing, and which will probably go best for him. Ultimately, this sounds cool, so I want it to work and I'll suggest to the player that he go with what will work best. Yup. But some of them go with the rules and some go against. I feel that if the rules cover what you're doing, there's no real need to make up stuff. If the rules don't cover what you're doing, find something close and go with that. You'll often find that there are multiple 'within the rules' ways to accomplish a scenario. And finally: let the player have input on what mechanic to use. For instance I'd also accept: Jump check to within 5 of the DC (to put you in the square next to the dragon) followed by a charging grapple (touch attack, opposed grapple check). It seems unlikely to me that a PC would be better off trying this (given the average stats of a large dragon) than the jump-save-climb-balance or jump-save-climb-ride version though. There's 'winging it' and then there's 'ignoring the skill points that PC's have invested in balance, climb and jump'. I'd much rather reward players for having the tools for the job than assign arbitrary save DCs. Your rules cross over into the second version, and make the game less fun for anyone who's decided to invest those points. [/QUOTE]
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