But did you read the article? Are you open to being convinced?
So Water Bob wants to play a realistic and gritty Tolkien-esque game using 3rd ed?
Does anybody have a problem with the Tumble skill? It doesn't seem to fit the D&D tolkien-esque universe at all. You've got a Daryl-Hannah-Type-In-Blade-Runner come flopping your way, doing the cheerleader thing, and you can't touch her with an Attack of Opportunity as you moves through your square?
If her skill is high enough, she can overcome the armor penalty and tumble right by you in armor, albeit light armor.
And what about her equipment? Are her daggers tied to their scabbards? Do her belt pouches jingle, make a lot of noise, and flap back and forth beating her in the gut and groin?
It seems to me that the DM should be very strict on this skill and its use, limiting what the chartacter carries (even more than the weight limitations--an almost empty backback would seem to screw one up).
What do you think?
To the OP: I used an opposed check to determine Tumblin' success. The AoO roll of the opponent the creature is trying to roll/jump/shimmy/slide/wiggle/glide past versus the (maxed out) tumble check of the acrobat/clown
For your information I did read the entire thread. I was drunk, though.You've basically just said, "I barely skimmed the thread before I jumped in and shared my opinion before I knew what the thread was about."
My game is far, far removed from being considered "tolkien-esque".
For your information I did read the entire thread. I was drunk, though.
OK, you get a pass.Second, either you're purposefully responding to what isn't the point of the post or you don't get my post. My point is that DnD isn't built to do what you want it to. So if you want to use it for your preferred style of game you'll need to make mechanical changes.
And that's all okay. But it doesn't mean there's something wrong with DnD, it just means you want to play a different game.
See, that's looking through narrow DnD glasses at the very adaptable d20 system. Look around. There are plenty of d20 games, from the fantastic to the grim and gritty, all using the same basic system, albeit with different assumptions on some rules and mechanics tweaks here and there.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.