Question on tumbling movement

cmanos said:
we've always done it as 1/2 move through the threatened squares. In grid terms...each square of tumbling through a threatened square counts as 2 squares.

This is the way we've done it since 3.5e came out.
 

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(Just to add my de-lurking 2 cents)

Consider these two scenarios:

1) The monk Melina slowly moves up to the orc warrior, and suddenly, when near enough, jumps into a somersault flipping head over heels above the amazed orc, landing on her feet on the other side and slowly continues her leisurely walk towards the kobold sorcerer the orc was guarding.

2) The monk Melina runs straight towards the orc warrior, and suddenly, when near enough, jumps into a somersault flipping head over heels above the amazed orc, landing on her feet on the other side and continues running towards the kobold sorcerer the orc was guarding.

Looking at this strictly logically, which would seem more reasonable of these two? (Don't get hung up on the words "running" and "walking", they're not meant to be taken as game terms but rather to emphasize the movement momentum of the move as a whole)

(In case my point was unclear, I would strongly recommend going by interpretation 2. If it's by the RAW or not I don't know.)

- Pud.0
 


We've always played it as:

Each square counts as two squares when tumbling.

You may tumble as only part of your move action, then move the rest of your move normally.

I think's that's RAW, though another interpretation may always be possible.

Note that you "Tumble at one-half speed as part of normal movement."

It's part of normal movement, not instead of normal movement.
 

Since you tumble up to 20 feet with one check, I too have always ruled that you can divide your movement on tumbling and non-tumbling, with the appropiate movement penalties when tumbling.
 



Keep in mind that the check DC is to travel up to half your movement, avoiding attacks of opportunity... thus, if you travel more than half your movement, you do not avoid attacks of opportunity.
 


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