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General Tabletop Discussion
*Pathfinder & Starfinder
Things to do when you're prone.
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<blockquote data-quote="LifebaneSoulshadow" data-source="post: 1864408" data-attributes="member: 7475"><p>As there doesnt seem to be really clear guidance on how to handle this situation and given how powerful improved trip already is, I opted to allow PC's and NPC's alike to tumble from prone.</p><p></p><p>The DC is +2 higher to add a bit more difficulty to the normal tumble and they are still prone at the end of the tumble, but it at least allows some other action than to just attack from the prone, crawl 5' (and get AoO) or stand up (and get AoO).</p><p></p><p>So if a character can beat a DC 17 tumble (or more if floor is uneven or such), I let them tumble away, but they finish up still prone. They can use a full round action to do the tumble and then stand, but at least it tones down the trip munchkins a bit.</p><p></p><p>Tumbling for the non-rogue and non-monks is still pretty difficult given DC 17 or higher unless one is playing a higher level game.</p><p></p><p>Lifebane *</p></blockquote><p></p>
[QUOTE="LifebaneSoulshadow, post: 1864408, member: 7475"] As there doesnt seem to be really clear guidance on how to handle this situation and given how powerful improved trip already is, I opted to allow PC's and NPC's alike to tumble from prone. The DC is +2 higher to add a bit more difficulty to the normal tumble and they are still prone at the end of the tumble, but it at least allows some other action than to just attack from the prone, crawl 5' (and get AoO) or stand up (and get AoO). So if a character can beat a DC 17 tumble (or more if floor is uneven or such), I let them tumble away, but they finish up still prone. They can use a full round action to do the tumble and then stand, but at least it tones down the trip munchkins a bit. Tumbling for the non-rogue and non-monks is still pretty difficult given DC 17 or higher unless one is playing a higher level game. Lifebane * [/QUOTE]
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Things to do when you're prone.
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