Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
tumble + fly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 1326494" data-attributes="member: 5890"><p>Don't allow what?</p><p></p><p>Do you ban</p><p>a) Tumbling while not walking</p><p>b) Tumbling while not using your primary form of movement</p><p>c) Tumbling while flying</p><p>d) Tumbling while flying with a maneuverability of less than perfect</p><p>?</p><p></p><p>Saying "I ban it" doesn't constitute a rule - you have to specifically list WHAT you ban.</p><p></p><p>Being allowed to use unique abilities of your character: Fun</p><p>Not being allowed to use unique abilities of your character: Not fun</p><p></p><p>While admittedly it is possible to run an engaging game with characters that are all identical and powerless, it's very very difficult to avoid the players getting the feeling that it doesn't matter what they do, because the DM is basically just narrating a story.</p><p></p><p>While this is certainly a choice based upon individual playing style, your selection of D&D as a system suggests that you are interested in allowing players to contribute in a meaningful way and affect the world around them. To then strip away abilities with zero contribution to the story (ie - is it essential to the plot that a flying rogue cannot tumble?) is being more than a little silly.</p><p></p><p></p><p>An air elemental with equal ranks in tumble can maneuver better than the rogue you list.</p><p></p><p>Perfect maneuverability has a list of things it allows you to do, things that tumble CANNOT let you do.</p><p></p><p>Perfect maneuverability allows you to turn on a dime in mid air. Good maneuverability requires 1 square of movement between each turn.</p><p></p><p>Perfect maneuverability allows you to fly directly upwards at full speed. Good maneuverability requires you to move at half.</p><p></p><p>Tumble lets you avoid melee strikes. That's it. That's all it does. It doesn't affect your movement in any other way.</p><p></p><p>It certainly doesn't allow you to fly with perfect maneuverability.</p><p></p><p>Finally - I'd certainly allow tumbling while swimming. It's just maneuvering around after all.</p><p></p><p>As for burrowing - I'm hard pressed to imagine a situation where you NEED to tumble when burrowing, but I'd allow it. After all - most of the burrowing speeds are listed as 20 feet or more in 6 seconds, so these things are practically swimming through the earth anyway.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1326494, member: 5890"] Don't allow what? Do you ban a) Tumbling while not walking b) Tumbling while not using your primary form of movement c) Tumbling while flying d) Tumbling while flying with a maneuverability of less than perfect ? Saying "I ban it" doesn't constitute a rule - you have to specifically list WHAT you ban. Being allowed to use unique abilities of your character: Fun Not being allowed to use unique abilities of your character: Not fun While admittedly it is possible to run an engaging game with characters that are all identical and powerless, it's very very difficult to avoid the players getting the feeling that it doesn't matter what they do, because the DM is basically just narrating a story. While this is certainly a choice based upon individual playing style, your selection of D&D as a system suggests that you are interested in allowing players to contribute in a meaningful way and affect the world around them. To then strip away abilities with zero contribution to the story (ie - is it essential to the plot that a flying rogue cannot tumble?) is being more than a little silly. An air elemental with equal ranks in tumble can maneuver better than the rogue you list. Perfect maneuverability has a list of things it allows you to do, things that tumble CANNOT let you do. Perfect maneuverability allows you to turn on a dime in mid air. Good maneuverability requires 1 square of movement between each turn. Perfect maneuverability allows you to fly directly upwards at full speed. Good maneuverability requires you to move at half. Tumble lets you avoid melee strikes. That's it. That's all it does. It doesn't affect your movement in any other way. It certainly doesn't allow you to fly with perfect maneuverability. Finally - I'd certainly allow tumbling while swimming. It's just maneuvering around after all. As for burrowing - I'm hard pressed to imagine a situation where you NEED to tumble when burrowing, but I'd allow it. After all - most of the burrowing speeds are listed as 20 feet or more in 6 seconds, so these things are practically swimming through the earth anyway. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
tumble + fly?
Top