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<blockquote data-quote="phindar" data-source="post: 3347996" data-attributes="member: 37198"><p>Okay, well, if you take into account that the chasm is static, does not resist, can't move, and is in all ways just there, its the set DC for the Jump check. (DC 5 with a running start, if memory serves). In fact, that is a glorious example of a Set DC. Its not for the Tumble skill, but that's easy enough to come up with. Tumbling out of Falling Damage is a good example of a Set DC, falling 10' is always 10'. (You can tack on circumstance penalties and bonuses, for the times you are landing on jagged rocks or are in a reduced gravity environment, but its still 10')</p><p></p><p>If a chasm (which only moves in the geological sense, when acted upon by something like erosion) and a guy with a sword who is watching you cartwheel by him presents no difference to you, then I guess I see why you'd want to use set DCs for both. I'm looking at it from a different angle. I'm thinking the guy doesn't want you to tumble past him, and as he has a sword and can move, what he does will have some bearing on how good of a tumbler you need to be to get by him. How good he is at stopping you will determine how good you need to be to get by him.</p><p></p><p></p><p>Funny you should mention that. AU, which is where I got the opposed check for tumbling, also makes casting defensively an opposed roll. I like the way that works too. I think the skill of your opponent should affect how difficult it is to not provoke the AoO's, and I think the opposed roll is a much more sensible way of determining that than set DCs.</p></blockquote><p></p>
[QUOTE="phindar, post: 3347996, member: 37198"] Okay, well, if you take into account that the chasm is static, does not resist, can't move, and is in all ways just there, its the set DC for the Jump check. (DC 5 with a running start, if memory serves). In fact, that is a glorious example of a Set DC. Its not for the Tumble skill, but that's easy enough to come up with. Tumbling out of Falling Damage is a good example of a Set DC, falling 10' is always 10'. (You can tack on circumstance penalties and bonuses, for the times you are landing on jagged rocks or are in a reduced gravity environment, but its still 10') If a chasm (which only moves in the geological sense, when acted upon by something like erosion) and a guy with a sword who is watching you cartwheel by him presents no difference to you, then I guess I see why you'd want to use set DCs for both. I'm looking at it from a different angle. I'm thinking the guy doesn't want you to tumble past him, and as he has a sword and can move, what he does will have some bearing on how good of a tumbler you need to be to get by him. How good he is at stopping you will determine how good you need to be to get by him. Funny you should mention that. AU, which is where I got the opposed check for tumbling, also makes casting defensively an opposed roll. I like the way that works too. I think the skill of your opponent should affect how difficult it is to not provoke the AoO's, and I think the opposed roll is a much more sensible way of determining that than set DCs. [/QUOTE]
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