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Tumble too powerful?
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<blockquote data-quote="Kchaka" data-source="post: 6266869" data-attributes="member: 6775010"><p>I've played 3.5 for a long time and even though my characters always had Tumble, I too think it was too easy. It alienated tactical movement by almost removing AoO for moving. AoOs are an important part of game mechanics that should not be overcome so easily, they are important to warriors to prevent enemies from running away from them and to pose a threat between the enemies and the squishy characters, without it it's all just hack-n-slash.</p><p></p><p>The static DC also bugged me, it didn't take in account the skill of the enemy. To add the BAB to the DC sounds like a good option.</p><p></p><p>We're now playing Pathfinder and now I find the CMD DC too hard to beat, to a point where the risk is too great and it's better Not to tumble at all.</p><p></p><p><strong>We have been trying a system that simply adds Dodge bonus to the AC according to your tumble skill and it's been working well so far. I would like your insight.</strong></p><p></p><p>For every 4 points you have in Acrobatics, you gain +1 Dodge bonus to AC agains Attacks of Opportunity caused when you move out of of within a threatened area when you Tumble as part of your movement. You need to have at least 4 ranks in Acrobatics to gain this benefit. You Tumble at half your speed, unless you take a -4 penalty to your AC. You cannot tumble to improve your AC while moving past your foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Tumble in this way. You can use Tumble in this way while prone, but doing so requires a full-round action to move 5 feet, and you suffer a -2 penalty to your AC.</p><p></p><p>It's quite simple, which speeds up game play. There's no more avoiding the AoO, instead you just get a Dodge bonus to your AC. This way EVERYTHING is accounted for, the Foe's ability with his weapon, any spells and other bonuses he has to improve his attack, any spells and bonuses you have to improve your defense, if it's a normal attack you'll get to use your normal AC, if it's a touch attack you'll use your touch AC, if you were already easy to hit, now you're a little harder to hit, if you were already hard to hit, now you're even harder, every variable is included which makes it very realistic. It works pretty much like the Mobility feat.</p><p></p><p>If you wanna move though an enemie's square, you take a -2 penalty to your AC, but he'll still get to make only one AoO agains you. If he does hit you, you didn't get past him and you stop your movement on the closes legal square you came from adjacent to him. (We're considering to Not stop the movement, the enemy can use his AoO to Trip if he wants)</p><p></p><p>If you are Tumbling through multiple foes, for each AoO you have already suffered for moving this way in this round, be it a hit or miss, you suffer a -1 penalty to AC againts your next AoO also for moving this way.</p><p></p><p>As for the combat modifiers, they now give penalties to AC like this:</p><p></p><p>-2 to DC ----- -1 to AC</p><p>-5 to DC ----- -2 to AC</p><p>-10 to DC ----- -4 to AC (earthquake)</p><p></p><p>We're still adjusting these number, but so far it's become a realiable option.</p><p></p><p>Please, share your thoughts about this, if you also find the CMD rule questionable, and if not, why.</p></blockquote><p></p>
[QUOTE="Kchaka, post: 6266869, member: 6775010"] I've played 3.5 for a long time and even though my characters always had Tumble, I too think it was too easy. It alienated tactical movement by almost removing AoO for moving. AoOs are an important part of game mechanics that should not be overcome so easily, they are important to warriors to prevent enemies from running away from them and to pose a threat between the enemies and the squishy characters, without it it's all just hack-n-slash. The static DC also bugged me, it didn't take in account the skill of the enemy. To add the BAB to the DC sounds like a good option. We're now playing Pathfinder and now I find the CMD DC too hard to beat, to a point where the risk is too great and it's better Not to tumble at all. [B]We have been trying a system that simply adds Dodge bonus to the AC according to your tumble skill and it's been working well so far. I would like your insight.[/B] For every 4 points you have in Acrobatics, you gain +1 Dodge bonus to AC agains Attacks of Opportunity caused when you move out of of within a threatened area when you Tumble as part of your movement. You need to have at least 4 ranks in Acrobatics to gain this benefit. You Tumble at half your speed, unless you take a -4 penalty to your AC. You cannot tumble to improve your AC while moving past your foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Tumble in this way. You can use Tumble in this way while prone, but doing so requires a full-round action to move 5 feet, and you suffer a -2 penalty to your AC. It's quite simple, which speeds up game play. There's no more avoiding the AoO, instead you just get a Dodge bonus to your AC. This way EVERYTHING is accounted for, the Foe's ability with his weapon, any spells and other bonuses he has to improve his attack, any spells and bonuses you have to improve your defense, if it's a normal attack you'll get to use your normal AC, if it's a touch attack you'll use your touch AC, if you were already easy to hit, now you're a little harder to hit, if you were already hard to hit, now you're even harder, every variable is included which makes it very realistic. It works pretty much like the Mobility feat. If you wanna move though an enemie's square, you take a -2 penalty to your AC, but he'll still get to make only one AoO agains you. If he does hit you, you didn't get past him and you stop your movement on the closes legal square you came from adjacent to him. (We're considering to Not stop the movement, the enemy can use his AoO to Trip if he wants) If you are Tumbling through multiple foes, for each AoO you have already suffered for moving this way in this round, be it a hit or miss, you suffer a -1 penalty to AC againts your next AoO also for moving this way. As for the combat modifiers, they now give penalties to AC like this: -2 to DC ----- -1 to AC -5 to DC ----- -2 to AC -10 to DC ----- -4 to AC (earthquake) We're still adjusting these number, but so far it's become a realiable option. Please, share your thoughts about this, if you also find the CMD rule questionable, and if not, why. [/QUOTE]
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