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<blockquote data-quote="radmod" data-source="post: 5268147" data-attributes="member: 93008"><p>I'm thinking it does. PH p.163 bottom left:</p><p>" To make a skill check, roll 1d20 ..." so </p><p>"check separately for each opponent" = "roll 1d20 for each opponent"</p><p>Doesn't mean I like it, though. One problem I have with it is the idea of diminishing returns, that is the more rolls required the more likely it is to fail. However, that just may be intention. </p><p></p><p></p><p></p><p>PH p. 138: Special Movement Rules</p><p>"Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer. "</p><p></p><p></p><p></p><p>Trust me, in 30+ years of gaming I have never, ever known anything. Even when I did. (For example, I just recently discovered that literally dozens of people I know have for decades been playing Glitterdust wrong.)</p><p></p><p>I did not see anything on Tumble in the faq as you asked. That said, semantically (e.g. RAW) in your original example and with what I posted above:</p><p>You have to make six tumble checks against the six white guys and a single one against the red guy. </p><p></p><p>Arguments can be made:</p><p>1) the extra person penalty applies to ALL the tumble checks. That is you have to make six DC 15+10 checks against the whites,</p><p>2) a) the extra person penalty applies only when you actually tumble past the opponent (so leaving the first space and not physically past anybody yet you need only a DC 15 against everyone who can AoO),</p><p>2) b) in that case, the AoO's occur at the most optimal time, e.g. when you are past the opponent thus the first two guys need a DC 17 tumble check (for two people) and the second guys need a DC 21 check, etc.</p><p></p><p>I''ll ignore those for now and say my feeling is the RAI meant an increasing difficulty for each person being encountered: </p><p></p><p>When you leave the space you suffer a DC 15 on the first guy and a 17 on the second guy. You also suffer a 19 and a 21 on the next two guys.</p><p>Moving into the second space, you make a DC 25 to tumble through the red guy.</p><p>Leaving the second space (assuming you can) you then have to make a DC 23 and 25 check (though some DM's will add the guy you tumbled through to get 25 and 27).</p><p></p><p>In the end, though, it is YOUR DM's choice.</p></blockquote><p></p>
[QUOTE="radmod, post: 5268147, member: 93008"] I'm thinking it does. PH p.163 bottom left: " To make a skill check, roll 1d20 ..." so "check separately for each opponent" = "roll 1d20 for each opponent" Doesn't mean I like it, though. One problem I have with it is the idea of diminishing returns, that is the more rolls required the more likely it is to fail. However, that just may be intention. PH p. 138: Special Movement Rules "Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer. " Trust me, in 30+ years of gaming I have never, ever known anything. Even when I did. (For example, I just recently discovered that literally dozens of people I know have for decades been playing Glitterdust wrong.) I did not see anything on Tumble in the faq as you asked. That said, semantically (e.g. RAW) in your original example and with what I posted above: You have to make six tumble checks against the six white guys and a single one against the red guy. Arguments can be made: 1) the extra person penalty applies to ALL the tumble checks. That is you have to make six DC 15+10 checks against the whites, 2) a) the extra person penalty applies only when you actually tumble past the opponent (so leaving the first space and not physically past anybody yet you need only a DC 15 against everyone who can AoO), 2) b) in that case, the AoO's occur at the most optimal time, e.g. when you are past the opponent thus the first two guys need a DC 17 tumble check (for two people) and the second guys need a DC 21 check, etc. I''ll ignore those for now and say my feeling is the RAI meant an increasing difficulty for each person being encountered: When you leave the space you suffer a DC 15 on the first guy and a 17 on the second guy. You also suffer a 19 and a 21 on the next two guys. Moving into the second space, you make a DC 25 to tumble through the red guy. Leaving the second space (assuming you can) you then have to make a DC 23 and 25 check (though some DM's will add the guy you tumbled through to get 25 and 27). In the end, though, it is YOUR DM's choice. [/QUOTE]
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