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<blockquote data-quote="Slaved" data-source="post: 3348869" data-attributes="member: 43358"><p>I see it as a guy with no skill at all in a certain area is being beaten by a person with a 'lot' of skill in that area.</p><p></p><p>And I have no problem with that.</p><p></p><p>The fighter could stomp the rogue in BAB and hp, certainly. The rogue can trounce the fighters ability to search for traps, from level 1, even against a 20th level fighter.</p><p></p><p>It is just a different skill set.</p><p></p><p>Most of the implementations suggested in this thread wind up being a freebee or a punishment, depending.</p><p></p><p>If you make it an opposed check, which I oppose anyway but that is neither here nor there, then what do you base the opposition off of? Base attack bonus? That would mean that primary base attack bonus guys would be able to oppose fairly easily for free while the secondary combatants, such as monks and rogues, will generally have a much lesser chance. Even though I would think that of anyone monks and rogues would be the ones able to stop a guy from using their own tricks. Base it on another skill? Fighters are still hosed, as are most classes. The tumble skill is then based on some lower number and it becomes even easier or someone actually puts points into it and the skill is impossible to use. It is entirely possible to not have any idea of what your chances are at succeeding at the skill, which seems rather strange. Statistic check has a similar issue.</p><p></p><p></p><p>Leaving it as is makes for a fairly easy going skill use. You know about how tough it will be and whether or not to risk it. It does have downsides and it does take investment. Overall it has the right feel and it has about the right level of difficulty at various levels in my view. Tumbling past one guy? Fairly easy. Tumble past several? Very tough until you are very skilled.</p><p></p><p>Making it opposed creates a new dimension to it that is a bit distastful to me. No matter what you pick to oppose the skill it just won't feel right.</p><p></p><p>I would rather just houserule the couple of fairly minor instances of oddness rather than change the whole system to something that is basically anti movement based characters.</p><p></p><p>In most of the circumstances that I see people coming up with here tumbling gets you somewhere without someone being able to make an aoo. Often though this would put the character into a very bad position, such as being surrounded by opponents. This is both tactically advantageous and disadvantageous. If the action is tough and the result is both good and bad I have a hard time seeing a reason to make it so much more complicated.</p></blockquote><p></p>
[QUOTE="Slaved, post: 3348869, member: 43358"] I see it as a guy with no skill at all in a certain area is being beaten by a person with a 'lot' of skill in that area. And I have no problem with that. The fighter could stomp the rogue in BAB and hp, certainly. The rogue can trounce the fighters ability to search for traps, from level 1, even against a 20th level fighter. It is just a different skill set. Most of the implementations suggested in this thread wind up being a freebee or a punishment, depending. If you make it an opposed check, which I oppose anyway but that is neither here nor there, then what do you base the opposition off of? Base attack bonus? That would mean that primary base attack bonus guys would be able to oppose fairly easily for free while the secondary combatants, such as monks and rogues, will generally have a much lesser chance. Even though I would think that of anyone monks and rogues would be the ones able to stop a guy from using their own tricks. Base it on another skill? Fighters are still hosed, as are most classes. The tumble skill is then based on some lower number and it becomes even easier or someone actually puts points into it and the skill is impossible to use. It is entirely possible to not have any idea of what your chances are at succeeding at the skill, which seems rather strange. Statistic check has a similar issue. Leaving it as is makes for a fairly easy going skill use. You know about how tough it will be and whether or not to risk it. It does have downsides and it does take investment. Overall it has the right feel and it has about the right level of difficulty at various levels in my view. Tumbling past one guy? Fairly easy. Tumble past several? Very tough until you are very skilled. Making it opposed creates a new dimension to it that is a bit distastful to me. No matter what you pick to oppose the skill it just won't feel right. I would rather just houserule the couple of fairly minor instances of oddness rather than change the whole system to something that is basically anti movement based characters. In most of the circumstances that I see people coming up with here tumbling gets you somewhere without someone being able to make an aoo. Often though this would put the character into a very bad position, such as being surrounded by opponents. This is both tactically advantageous and disadvantageous. If the action is tough and the result is both good and bad I have a hard time seeing a reason to make it so much more complicated. [/QUOTE]
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