DrSpunj
Explorer
According to the Paizo DM Screen in Dragon #310 (which I just received today) Tumble is on PHB page 84 and has the following tasks:
* Treat a fall as if it were 10' shorter than it really is when determining damage. (DC 15)
* Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. (DC 15)
* Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. (DC 25)
Surface Modifiers:
Lightly obstructed (scree, light rubble, undergrowth), +2 DC
Severely obstructed (cavern floor, rubble, thick undergrowth), +5 DC
Lightly slippery (wet floor), +2 DC
Severely slippery (ice sheet), +5 DC
Sloped or angled, +2 DC
Now, several comments:
1) Since I don't have my new PHB yet, can anyone confirm that this is in fact the version of Tumble that made it into 3.5e?
2) Sorry if I missed this being posted and/or discussed before now. I tried Searching the General and Rules forums over the last week for anything with "3.5*" and "Tumble" but kept coming up empty! (Is the Search function working okay? It didn't take it too long and I was asking it to look through the threads, not just the titles.)
3) While it's not an opposed roll, it does address a few things that have cropped up in the various "Tumble is broken" threads around here, namely that it is harder to Tumble past more than one opponent; and if you can't make the check to go through someone's square without provoking an AoO, you don't actually get through!
4) The movement is no longer a flat "up to 20'" but is now "one-half your movement". I like this since varying base speeds now actually impact one's tumbling distance.
5) Finally, it requires a LOT more die rolls if you're trying to move past even a handful of enemies. While this may make things more realistic, it lengthens the game and will probably make most tumblers think twice (or even three times) about tumbling through a group of enemies. I think I'll have to see it in play before I make up my mind whether overall it's a good or bad thing.
Thoughts?
* Treat a fall as if it were 10' shorter than it really is when determining damage. (DC 15)
* Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. (DC 15)
* Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. (DC 25)
Surface Modifiers:
Lightly obstructed (scree, light rubble, undergrowth), +2 DC
Severely obstructed (cavern floor, rubble, thick undergrowth), +5 DC
Lightly slippery (wet floor), +2 DC
Severely slippery (ice sheet), +5 DC
Sloped or angled, +2 DC
Now, several comments:
1) Since I don't have my new PHB yet, can anyone confirm that this is in fact the version of Tumble that made it into 3.5e?
2) Sorry if I missed this being posted and/or discussed before now. I tried Searching the General and Rules forums over the last week for anything with "3.5*" and "Tumble" but kept coming up empty! (Is the Search function working okay? It didn't take it too long and I was asking it to look through the threads, not just the titles.)
3) While it's not an opposed roll, it does address a few things that have cropped up in the various "Tumble is broken" threads around here, namely that it is harder to Tumble past more than one opponent; and if you can't make the check to go through someone's square without provoking an AoO, you don't actually get through!
4) The movement is no longer a flat "up to 20'" but is now "one-half your movement". I like this since varying base speeds now actually impact one's tumbling distance.
5) Finally, it requires a LOT more die rolls if you're trying to move past even a handful of enemies. While this may make things more realistic, it lengthens the game and will probably make most tumblers think twice (or even three times) about tumbling through a group of enemies. I think I'll have to see it in play before I make up my mind whether overall it's a good or bad thing.
Thoughts?
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