Moon-Lancer said:
5: 1 rank doesn’t make it any easier. It takes a 25 (do move through a enemies square). that’s around 12 or so ranks and a normal character with a roll of 10. so its only really plausible at level 9 or 10.
Dex 18, 5 ranks in Tumble, 5 ranks in Jump, that's +11 at level two. 85% chance of success for 2 of the 3 combat uses of Tumble, 35% for the third at second level. That sounds potentially plausible at much lower level than 9 or 10.
But the odds of knocking someone down (at least against many challenging monsters) tends to lower as levels increase and tends to be less than 85% at second level (assuming the defender even attempts to block).
The biggest Fighter in the world cannot knock down the wimpiest Wizard if the Wizard does not allow him to and the Fighters does not take the Improved Overrun feat.
Low level Monks or Rogues can Tumble circles around anyone.
Moon-Lancer said:
6: look in any 3.5 book, and you will not find a single magic item that increases the tumble skill, unless it increases dex across the board. Its very hard to get a high tumble. The dc should not be taken lightly. I only know of a few ways to increase tumble and they are all 3.0
How many magic items improve Overrun?
Moon-Lancer said:
7: seven is relevant because only a few classes can do it effectively. A much smaller group then classes that require a high strength to be effective.
Who has Tumble as a class skill (Bards, Monks, and Rogues out of core) is totally nonsequitor to the discussion. Who gets the ability does not matter? The utility of the ability and the game mechanics is what is under discussion.
This is so backwards.
Claiming that Tumble is at a disadvantage because only some classes can easily get it (when all classes can get it) is like claiming that Disintegrate is at a disadvantage because 11 of the 13 core classes cannot get it.
The vast majority of classes can rarely use Overrun effectively either.
Moon-Lancer said:
8: tumble doesn’t knock someone down, irrelevant. You get synergy because your spending skill ranks, like most skills.
As for your original #8, saying that Tumble has negative modifiers for circumstances is nothing special. Overrun too has negative modifiers (size, magic, number of legs, etc.).
Moon-Lancer said:
9: a botched edit job on my part.
10: what does acp have to do with movement restriction? acp doest apply in a bull rush. It does with tumble.
PCs who take tumble tend to take armor that does not have an ACP (due to the number of skills ACP affects).
0, -1 or -2 for light armor, -2 for mythral breastplate. 0 for Monks. Easily offset by the +2 Synergy bonus for Jump.
Bonuses and penalties are not worth mentioning unless one ability has a lot of them and the other has virtually none. Overrun can have a -4 penalty for Size. It also is not worth mentioning.
Your #8 and *10 are the same. Negative modifiers can exist for Tumble. So? So can positive modifiers. And negative modifiers exist for Overrun as well.
This is a wash (and so is number 8).