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<blockquote data-quote="Herremann the Wise" data-source="post: 5550530" data-attributes="member: 11300"><p>Hello Water Bob,</p><p></p><p>I don't exactly have an issue with the tumble skill although I can certainly see where you are coming from. There are a couple of ways how you could address this I suppose:</p><p></p><p>- Like swim, apply a double armor check penalty.</p><p>- Use a -2 modifier if you feel that what the character is carrying miscellaneous equipment that is going to hinder them (or -4 if you think it severe enough)</p><p></p><p>And from Pathfinder:</p><p>- Meld it into a couple of other skills and call it acrobatics. The main point here is that by calling the skill tumble, that is what you are restricting it to where as if you call or consider it acrobatics, then you can envisage the attempt some form of fluid movement through a space that does not offer any special opportunities for attack against the target. Essentially you don't have to do cartwheels or tumble to get past or through.</p><p>- Rather than a set in stone DC [15 or 25], make the DC dependent upon the skills of the opportunist. In the pathfinder ruleset you have a <em>Combat Maneuver Defense</em> that forms the bulk of this DC, so it is much easier to get past or through the novice wizard than the experienced fighter. Because a character's CMD is a little higher than the 3.5 Tumble DCs, this will most likely create a situation with the skill that you would find a little more believable than presented.</p><p></p><p>Alternatively you could follow what Dandu was trying to say and not sweat the small stuff. Considering however that it seems your mode of play differs from that, hopefully the above may actually be of use to you.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5550530, member: 11300"] Hello Water Bob, I don't exactly have an issue with the tumble skill although I can certainly see where you are coming from. There are a couple of ways how you could address this I suppose: - Like swim, apply a double armor check penalty. - Use a -2 modifier if you feel that what the character is carrying miscellaneous equipment that is going to hinder them (or -4 if you think it severe enough) And from Pathfinder: - Meld it into a couple of other skills and call it acrobatics. The main point here is that by calling the skill tumble, that is what you are restricting it to where as if you call or consider it acrobatics, then you can envisage the attempt some form of fluid movement through a space that does not offer any special opportunities for attack against the target. Essentially you don't have to do cartwheels or tumble to get past or through. - Rather than a set in stone DC [15 or 25], make the DC dependent upon the skills of the opportunist. In the pathfinder ruleset you have a [I]Combat Maneuver Defense[/I] that forms the bulk of this DC, so it is much easier to get past or through the novice wizard than the experienced fighter. Because a character's CMD is a little higher than the 3.5 Tumble DCs, this will most likely create a situation with the skill that you would find a little more believable than presented. Alternatively you could follow what Dandu was trying to say and not sweat the small stuff. Considering however that it seems your mode of play differs from that, hopefully the above may actually be of use to you. Best Regards Herremann the Wise [/QUOTE]
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