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<blockquote data-quote="kenada" data-source="post: 7847178" data-attributes="member: 70468"><p>This is a separate post, so I can walk through adjudicating this situation because understanding the back and forth between the player and the GM and flow of play goes to the GM experience.</p><p></p><p>When the player narrates what they are doing, you have to decide what action they are attempting if they have not called it out. Even if they do, you still need to decide whether it’s an appropriate one for this situation. Some actions may actually require other ones to set things up, such as having to Make an Impression to an indifferent creature before making a Request.</p><p></p><p>By default, Tumble Through allows you to Stride up to your speed and move through the space of one enemy. The GM informs the player of this, and they make an Acrobatics check against the enemy’s Athletics DC. On success, they treat the enemy’s space as difficult terrain. Unfortunately, there is another enemy in the way, and nothing allows them to move through another enemy’s space.</p><p></p><p>At this point, the PC has expended one action and has two actions left. The rules for movement preclude them from ending their turn in an occupied space, so they must decide whether to Tumble Through the next enemy or Stride back whence they came.</p><p></p><p>The PC decides to Tumble Through again, but they fail. They could opt to Stride back (since Tumble Through allows you to Stride up to your speed), or they can try again with their last action. The only thing that matters regarding the first enemy is that the PC cannot be in its space when their turn ends.</p><p></p><p>Let’s say they fail again, then they must Stride away, vacating that space. This satisfies the condition that they cannot be in an occupied soace at the end of their turn (assuming the creature is not two size categories larger, etc).</p><p></p><p>That’s the adjudication experience in a nutshell. It’s why I say PF2 is actually a fairly simple system. A complex situation can be adjudicated by determining the actions or activities that apply and then resolving them. If someone needs to make a check, that is indicated by the action or activity.</p><p></p><p>As an aside, I also like this approach because it lets me build content on top of the action system. I can create a feat that expands or alters Tumble Through, and I don’t have to worry about situations that work similarly but aren’t resolved with Tumble Through for some reason.</p></blockquote><p></p>
[QUOTE="kenada, post: 7847178, member: 70468"] This is a separate post, so I can walk through adjudicating this situation because understanding the back and forth between the player and the GM and flow of play goes to the GM experience. When the player narrates what they are doing, you have to decide what action they are attempting if they have not called it out. Even if they do, you still need to decide whether it’s an appropriate one for this situation. Some actions may actually require other ones to set things up, such as having to Make an Impression to an indifferent creature before making a Request. By default, Tumble Through allows you to Stride up to your speed and move through the space of one enemy. The GM informs the player of this, and they make an Acrobatics check against the enemy’s Athletics DC. On success, they treat the enemy’s space as difficult terrain. Unfortunately, there is another enemy in the way, and nothing allows them to move through another enemy’s space. At this point, the PC has expended one action and has two actions left. The rules for movement preclude them from ending their turn in an occupied space, so they must decide whether to Tumble Through the next enemy or Stride back whence they came. The PC decides to Tumble Through again, but they fail. They could opt to Stride back (since Tumble Through allows you to Stride up to your speed), or they can try again with their last action. The only thing that matters regarding the first enemy is that the PC cannot be in its space when their turn ends. Let’s say they fail again, then they must Stride away, vacating that space. This satisfies the condition that they cannot be in an occupied soace at the end of their turn (assuming the creature is not two size categories larger, etc). That’s the adjudication experience in a nutshell. It’s why I say PF2 is actually a fairly simple system. A complex situation can be adjudicated by determining the actions or activities that apply and then resolving them. If someone needs to make a check, that is indicated by the action or activity. As an aside, I also like this approach because it lets me build content on top of the action system. I can create a feat that expands or alters Tumble Through, and I don’t have to worry about situations that work similarly but aren’t resolved with Tumble Through for some reason. [/QUOTE]
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