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Jumping over Opponents
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4600466" data-attributes="member: 20805"><p>CapnZapp, check the DMG pg 42... that is exactly what the rule is. Vaslov's comment of DC 15 is based on his 3rd level character.</p><p></p><p>I would recommend using the Moderate column as this is a tactic I would want my Rogues to attempt, with the understanding that it draws OAs as normal movement and the bad guys will be using the same DCs on occasion.</p><p> I might even look at using applying a -2 to the PC's defenses due to 'squeezing' while enroute. But not likely. Minor mods like this tend to get forgotten to easily.</p><p></p><p></p><p>If you don't like the idea of Rogues bouncing past your minions, use the Hard DC and add further restrictions {like granting CA for the remainder of the turn}. Make it hard enough and no-one will bother.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4600466, member: 20805"] CapnZapp, check the DMG pg 42... that is exactly what the rule is. Vaslov's comment of DC 15 is based on his 3rd level character. I would recommend using the Moderate column as this is a tactic I would want my Rogues to attempt, with the understanding that it draws OAs as normal movement and the bad guys will be using the same DCs on occasion. I might even look at using applying a -2 to the PC's defenses due to 'squeezing' while enroute. But not likely. Minor mods like this tend to get forgotten to easily. If you don't like the idea of Rogues bouncing past your minions, use the Hard DC and add further restrictions {like granting CA for the remainder of the turn}. Make it hard enough and no-one will bother. [/QUOTE]
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