How to stop Tumblers?

Silly question again, but shouldn’t the guards have a ready action regardless of tumble. They are guarding and that’s a pretty active duty, especially for a king. Wouldent a king also have trained guards that have good formation tactics to protect said king? On top of that, having more guards that threaten a given area increases the dc. Finaly shouldent a high level rogue have the ablity to sneak through guards and backstab the king? isent that why he wears that fullplate of heavy fortification at all times, becuse he is paranoid of death.

just being silly guess. its all in good fun.
 

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Moon-Lancer said:
Silly question again, but shouldn’t the guards have a ready action regardless of tumble. They are guarding and that’s a pretty active duty, especially for a king. Wouldent a king also have trained guards that have good formation tactics to protect said king? On top of that, having more guards that threaten a given area increases the dc. Finaly shouldent a high level rogue have the ablity to sneak through guards and backstab the king? isent that why he wears that fullplate of heavy fortification at all times, becuse he is paranoid of death.

just being silly guess. its all in good fun.

You can't ready actions out of combat.
 


KarinsDad said:
My issue with Tumble is not avoiding the AoOs, it's with moving through an opponent's square and he is unable to do anything about it. The most capable (core rules) swordsman in the world is not able to cover the doorway and protect the King.
That's why you should:

1. Close the door. That way, anyone who wants to get past it has to spend a move action to open it.

2. Build the door so that there is a single 5-foot square in front of it, and have the guard stand there. That way, you can't overrun him or bull rush him out of the way, either.

Seriously, though - I'd allow a character to completely block a narrow opening such as a doorway (but not a 5-foot wide corridor) and make it impossible for any Small or larger creature to pass him even with Tumble, but he'd take penalties as if he was squeezing.
 


Meh, on the whole tumbling to get the king bit - I'm not about to start fiddling with mechanics for corner cases as remote as this. How often does this ever actually happen in a game? The rogue would be better off doing a hundred other things at that level than tumbling past the guard to attack the king.

One of those things I'll worry about when it happens. :uhoh:
 

if the rogue (or whatever) can definitely tumble past the gaurds to get the king then hes of such a reasonably high level that he should be able to. Its what he does after all, he's a master gymnast/sneak thief/assassin trained to the peak.

I can see an argument for a feat that makes high level gaurds count as harder to tumble past. Similar to the mage slayer feat makes concentration checks harder. (oops forgot that makes it impossible normally, I prefer a hefty penalty/bonus to the DC, think I ruled mageslayer to make it +10 to any concentration check made while threatened by character with it)

High level ninjas should sneak/tumble/ninje past lower level gaurds its their schtick.
 

You should obviously stand right next to the king, so there's no way to tumble through, because there's no open square to attack and end your turn in. In fact, the king should be protected by a solid mass of humanity just being living barriers(and a great fireball target...).
 

phindar said:
That doesn't really work for traps, since there is a penalty for failure (you set off the trap).
Not true.

Rogues should pay attention: Without external forcing, always Take 20.
 

Hussar said:
Meh, on the whole tumbling to get the king bit - I'm not about to start fiddling with mechanics for corner cases as remote as this. How often does this ever actually happen in a game?

Every time a creature does a Tumble Through. Who he attempts to Tumble Through is irrelevant. There is a defense versus Bluff or Intimidate or Overrun or Grapple or Trip or Bull Rush, but there isn't one for Tumble Through.

It's a wart on the system. An exception to the "I am trying to do something which you should have a chance to oppose" game mechanics.

It's Overrun without an Attack of Opportunity on you and where you decide that your opponent will let you pass, the opponent does not decide that. Quite frankly, I consider it a glaring design error in the game system.
 

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