StreamOfTheSky said:Rogue: Umm, it's not like I'm leaving them in any worse condition, like tripping or something.
Sparafucile said:Yeah, but that argument works both ways. AoO IS a mechanic, and it's plausible to believe that higher level characters of certain classes can circumvent particular mechanics, as part of the game's design.
Moon-Lancer said:your missing the point that tumble cant attack and overrun can, the point of overrun is to knock someone down.
StreamOfTheSky said:As the PHB (page 62, sidebar) says about skills, regular (real-life ) people are assumed to have little to no actual ranks in skills, and can get by because all the tasks we do are generally simple, DC 10 or lower. Further, we can usually take 10. So, right off the bat, skills were never intended to be "mundane," but rather fantastical.
StreamOfTheSky said:Eventually, with Evard's, even if the person isn't grappled, speed through the field is cut in half! That means the tumbler is only going 1/3 his base speed! (doubled doubling is a tripling, right?) That's 10' for a move action (base 30), very much not worth it. Many other effects out there to halve speed.
Don't you remember the good old example how a high level ranger can track a wizard inside a dungeon without any problems? Wizard BBEG flees through a door, the hallway beyong has 20 doors. Ranger rolls one check and knows where the BBEG went.KarinsDad said:Focused does not mean fantastical.
Nothing in that sidebar indicates that the skills themselves should allow capabilities beyond normal human capability.
If I can throw my lot in with KarinsDad here, this is a point that I think keeps getting buried. Maybe its the title of the topic, which seems to be saying, "How do we screw players out of Tumble?" Opposed checks don't screw the players out of tumbling, in fact at lower levels, it increases the chances they will be successful. A 1st level rogue has a better chance of tumbling though the hex of a CR 1 orc with an opposed roll than making a DC 25 roll. The fact that the odds remain about the same against an evenly matched opponents as the character levels is one of the selling points of the opposed roll (to me, anyway, YMMV).KarinsDad said:The low level Rogues cannot skip past the merchant's low level guards, but the high level Rogues can skip past the king's high level guards no problem..
The other thing I like about the opposed roll goes back to one of my bedrock beliefs about gaming. No action in combat can be taken with absolute certainty.
Hussar said:You require opposed rolls to move? I can move, or even double move within combat with absolute certainty, so long as I stay out of reach of course.![]()