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Tumble House Rules?
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<blockquote data-quote="ValhallaGH" data-source="post: 3148664" data-attributes="member: 41187"><p>Two points to keep in mind when selecting (or designing) tumble variants.</p><p></p><p>1) Multiple rolls slow down play. Calculations slow down play. Having both really slows down play.</p><p></p><p>2) Opposed checks favor the guy with the bigger bonus. A +4 edge translates into about 80% success during an opposed check.</p><p></p><p>All that said, I have the Tumble result opposed by a BAB check (1d20 + BAB + Str or Dex) or Tumble check. Ties go to the defender.</p><p>Of course, I also allow a character to self-flank (be on both sides during a single turn before the attack) and to use an opposed Tumble check to deny dexterity bonuses to defense. So while the 'avoid AoO' option is more difficult, tumble has some other great uses that make it a powerful skill.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3148664, member: 41187"] Two points to keep in mind when selecting (or designing) tumble variants. 1) Multiple rolls slow down play. Calculations slow down play. Having both really slows down play. 2) Opposed checks favor the guy with the bigger bonus. A +4 edge translates into about 80% success during an opposed check. All that said, I have the Tumble result opposed by a BAB check (1d20 + BAB + Str or Dex) or Tumble check. Ties go to the defender. Of course, I also allow a character to self-flank (be on both sides during a single turn before the attack) and to use an opposed Tumble check to deny dexterity bonuses to defense. So while the 'avoid AoO' option is more difficult, tumble has some other great uses that make it a powerful skill. [/QUOTE]
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Tumble House Rules?
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