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 Skill help
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="PolterGhost" data-source="post: 5256025" data-attributes="member: 92697"><p>It's fairly simple, if you take the text literally.</p><p></p><p>Firstly, when they say "For each additional enemy", this means moving through multiple squares occupied by enemies, no matter where they are on the field.</p><p></p><p>Second, when against a single enemy, the DC25 check will allow you to move through their square, and then exit into a square adjacent without provoking AoO. However, if you want to</p><p></p><p><span style="font-size: 15px"><span style="color: Green">X</span></span><span style="font-size: 15px"><span style="color: Red">X</span></span><span style="font-size: 15px">X</span><span style="font-size: 15px"><span style="color: Navy">X</span></span></p><p></p><p>move to the blue X, you'll have to roll</p><p>DC15 to move out of the opponent's threatened area</p><p>then</p><p>DC25 to pass into the opponent's square.</p><p>You won't have to roll again to move out of the threatened white X into the blue X since you already passed the DC15 check.</p><p>(House Rule Territory: I'd rule that DC25 is more than enough to handle this)</p><p></p><p>Now, if you wanted to do a more complicated maneuver like</p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span><span style="font-size: 15px"><span style="color: DarkGreen">X</span></span><span style="font-size: 15px"><span style="color: Red">X</span></span><span style="font-size: 15px">X</span><span style="font-size: 15px"><span style="color: Red">X</span></span><span style="font-size: 15px">X</span><span style="font-size: 15px"><span style="color: Navy">X</span></span></p><p></p><p>travel past two opponents to the blue X, here's how it would work (if you were going in a perfectly straight line):</p><p>DC15 to move out of first Red X's threat zone.</p><p>DC25 to move into first Red X's square.</p><p>Move into white X.</p><p>DC17 to move out of second Red X's threat zone.</p><p>DC27 to move into second Red X's square.</p><p>Move into white X.</p><p>Move into blue X.</p><p>(House Rule Territory: I don't see the point behind rolling more than once. The way we do turns when we play is that you declare exactly where you move and who you move past (or through in the case of Tumble) so that you only ever need one single check to see where you pass or fail. So if you did the above situation and rolled a 26 on a single Tumble roll after declaring "I'm moving through both opponent's squares to reach the blue X", you would pass into the first white X, stop there, and then provoke AoO from the second red X. It puts much less of a chance of skill failure at the cost of having to rely on one really good roll to put you through, which is near negligible in the first place.)</p><p></p><p>The one portion of the rules that the DC15 has that the DC25 doesn't is</p><p>"<em>Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie)."</em></p><p><em></em>The way this is worded ("Check separately...in the order in which you pass them") makes it sound like it works partly like the house rules above, where you decide exactly where you path your turn in advance (which I'm fairly certain is a standard D&D rule to begin with.) It essentially lets you choose who you let AoO you if you fail a Tumble check, but this is an entirely tangential matter.</p><p></p><p></p><p></p><p>And for one last example</p><p></p><p><span style="font-size: 15px"><span style="color: DarkGreen">X</span></span><span style="font-size: 15px"><span style="color: Red">XX</span></span><span style="font-size: 15px"><span style="color: Navy">X</span></span></p><p></p><p>this situation. It may not seem too much of an issue, but here's how the turn would go for this:</p><p>DC15 to move out of first red X's threatened area.</p><p>DC25 to move into first red X's square.</p><p>DC17 to move out of second red X's threatened area.</p><p>DC27 to move into second red X's square.</p><p>Move into blue X.</p></blockquote><p></p>
[QUOTE="PolterGhost, post: 5256025, member: 92697"] It's fairly simple, if you take the text literally. Firstly, when they say "For each additional enemy", this means moving through multiple squares occupied by enemies, no matter where they are on the field. Second, when against a single enemy, the DC25 check will allow you to move through their square, and then exit into a square adjacent without provoking AoO. However, if you want to [SIZE=4][COLOR=Green]X[/COLOR][/SIZE][SIZE=4][COLOR=Red]X[/COLOR][/SIZE][SIZE=4]X[/SIZE][SIZE=4][COLOR=Navy]X[/COLOR][/SIZE] move to the blue X, you'll have to roll DC15 to move out of the opponent's threatened area then DC25 to pass into the opponent's square. You won't have to roll again to move out of the threatened white X into the blue X since you already passed the DC15 check. (House Rule Territory: I'd rule that DC25 is more than enough to handle this) Now, if you wanted to do a more complicated maneuver like [SIZE=4] [/SIZE][SIZE=4][COLOR=DarkGreen]X[/COLOR][/SIZE][SIZE=4][COLOR=Red]X[/COLOR][/SIZE][SIZE=4]X[/SIZE][SIZE=4][COLOR=Red]X[/COLOR][/SIZE][SIZE=4]X[/SIZE][SIZE=4][COLOR=Navy]X[/COLOR][/SIZE] travel past two opponents to the blue X, here's how it would work (if you were going in a perfectly straight line): DC15 to move out of first Red X's threat zone. DC25 to move into first Red X's square. Move into white X. DC17 to move out of second Red X's threat zone. DC27 to move into second Red X's square. Move into white X. Move into blue X. (House Rule Territory: I don't see the point behind rolling more than once. The way we do turns when we play is that you declare exactly where you move and who you move past (or through in the case of Tumble) so that you only ever need one single check to see where you pass or fail. So if you did the above situation and rolled a 26 on a single Tumble roll after declaring "I'm moving through both opponent's squares to reach the blue X", you would pass into the first white X, stop there, and then provoke AoO from the second red X. It puts much less of a chance of skill failure at the cost of having to rely on one really good roll to put you through, which is near negligible in the first place.) The one portion of the rules that the DC15 has that the DC25 doesn't is "[I]Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie)." [/I]The way this is worded ("Check separately...in the order in which you pass them") makes it sound like it works partly like the house rules above, where you decide exactly where you path your turn in advance (which I'm fairly certain is a standard D&D rule to begin with.) It essentially lets you choose who you let AoO you if you fail a Tumble check, but this is an entirely tangential matter. And for one last example [SIZE=4][COLOR=DarkGreen]X[/COLOR][/SIZE][SIZE=4][COLOR=Red]XX[/COLOR][/SIZE][SIZE=4][COLOR=Navy]X[/COLOR][/SIZE] this situation. It may not seem too much of an issue, but here's how the turn would go for this: DC15 to move out of first red X's threatened area. DC25 to move into first red X's square. DC17 to move out of second red X's threatened area. DC27 to move into second red X's square. Move into blue X. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tumble Skill help
Top