ok here is my new ruling on this now that i just missed the most obvious point that you have just stated.
First Point:
While tumbling how many times do you "turn" and "turn in place" while tumbling?
first off you start tumbling by cutting your movement rate in half, next to do a tumble you would have to turn in place at least twice to get the momentum going which is -10ft, movement up and down would be nullified unless you were trying to tumble over the creature in which you would be just adding more negatives to your movement. so now we are at 20ft of movement left before you even leave your square, tumbling as read in the dictionary involves contortions of the body and twists and turns and rolls, so you add in at least one summersault which = 360 degrees and thats equal to a 20ft movement in basically 5 ft, so to finish this off... THEORETICALLY you will have only moved 5ft by the end of your tumble, and you had to roll for it meaning that there is a chance (as slim as it would be) that you could fail to take a free 5 foot move action.
and i do not think it is unreasonable in the least to say that you would have to AT LEAST do a full spin and a half to get your momentum going to do any kind of tumbling around a creature while in the air.
So would you rather do a tumble check to take a 5 ft movement or a free 5 ft movement
Second Point:
Ok i will take that point though i dont think that it grants you the ability to learn how to tumble in the air as it is DRASTICLY different from tumbling on the ground, and some moves that work on the ground MAY not work as well in the air.
Third Point:
It is not penalizing the player that has 15pts in tumble it is just not allowing the player to use the skill in an element that he is not accustomed to using it... just like a ranger trying to track an air elemental by smelling the air rather then following his tracks.
First Point:
While tumbling how many times do you "turn" and "turn in place" while tumbling?
first off you start tumbling by cutting your movement rate in half, next to do a tumble you would have to turn in place at least twice to get the momentum going which is -10ft, movement up and down would be nullified unless you were trying to tumble over the creature in which you would be just adding more negatives to your movement. so now we are at 20ft of movement left before you even leave your square, tumbling as read in the dictionary involves contortions of the body and twists and turns and rolls, so you add in at least one summersault which = 360 degrees and thats equal to a 20ft movement in basically 5 ft, so to finish this off... THEORETICALLY you will have only moved 5ft by the end of your tumble, and you had to roll for it meaning that there is a chance (as slim as it would be) that you could fail to take a free 5 foot move action.
and i do not think it is unreasonable in the least to say that you would have to AT LEAST do a full spin and a half to get your momentum going to do any kind of tumbling around a creature while in the air.
So would you rather do a tumble check to take a 5 ft movement or a free 5 ft movement
Second Point:
Ok i will take that point though i dont think that it grants you the ability to learn how to tumble in the air as it is DRASTICLY different from tumbling on the ground, and some moves that work on the ground MAY not work as well in the air.
Third Point:
It is not penalizing the player that has 15pts in tumble it is just not allowing the player to use the skill in an element that he is not accustomed to using it... just like a ranger trying to track an air elemental by smelling the air rather then following his tracks.