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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Please Confirm 3.5e Tumble
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<blockquote data-quote="Tessarael" data-source="post: 1011327" data-attributes="member: 12909"><p>Requiring a tumbling roll for each opponent makes it very unlikely you'll get past multiple opponents even if you have good tumbling. It would be better to have one roll. </p><p></p><p>e.g. You rolled and got a DC of 19 (say skill 7 and roll of 12), so you get past the first, second and third opponents, but get stuck at the fourth opponent.</p><p></p><p>A single roll makes it much easier to assess your character's chance of success. Multiple rolls make it hard for most of us without a computer to estimate the chance of success. </p><p></p><p>---</p><p></p><p>That's also one of the things I dislike about opposed skill checks - if only a single d20 is rolled, I can work out my chance of success easily from the DC, otherwise it's a pain.</p><p></p><p>I cranked through the analysis for opposed rolls for Hide and Move Silently with some extra skill points vs. having Skill Mastery in those skills and only requiring one roll. Basically, having 3 extra skill points in a skill is better than Skill Mastery without the extra skill points, except if your skill was 10 points or more better than their skill.</p><p></p><p>Opposed rolls just increases the variability and means you won't automatically make a check unless you're 20 skill points better than them (11 points better than them with Skill Mastery and only one d20 being rolled).</p><p></p><p>One way of getting rid of opposed rolls would be to use their skill + 10 + x as the required DC. Where x is say 2 or 3 (to mimic the impact Skill Mastery would have).</p></blockquote><p></p>
[QUOTE="Tessarael, post: 1011327, member: 12909"] Requiring a tumbling roll for each opponent makes it very unlikely you'll get past multiple opponents even if you have good tumbling. It would be better to have one roll. e.g. You rolled and got a DC of 19 (say skill 7 and roll of 12), so you get past the first, second and third opponents, but get stuck at the fourth opponent. A single roll makes it much easier to assess your character's chance of success. Multiple rolls make it hard for most of us without a computer to estimate the chance of success. --- That's also one of the things I dislike about opposed skill checks - if only a single d20 is rolled, I can work out my chance of success easily from the DC, otherwise it's a pain. I cranked through the analysis for opposed rolls for Hide and Move Silently with some extra skill points vs. having Skill Mastery in those skills and only requiring one roll. Basically, having 3 extra skill points in a skill is better than Skill Mastery without the extra skill points, except if your skill was 10 points or more better than their skill. Opposed rolls just increases the variability and means you won't automatically make a check unless you're 20 skill points better than them (11 points better than them with Skill Mastery and only one d20 being rolled). One way of getting rid of opposed rolls would be to use their skill + 10 + x as the required DC. Where x is say 2 or 3 (to mimic the impact Skill Mastery would have). [/QUOTE]
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