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General Tabletop Discussion
*Pathfinder & Starfinder
"Tumbling" through threatened spaces
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5701663" data-attributes="member: 35909"><p>I don't know what you're trying to say, exactly.</p><p></p><p> </p><p></p><p></p><p>So split tumble out as its own skill. Paizo's the one that felt the need to group it with other skills, it was quite fine as its own skill. I don't get a lot of their decisions. "Put spot, listen, and search all into one skill, but heal's good on its own." What's with that?!</p><p></p><p></p><p></p><p>But some classes need to be able to safely move around in order to fight effectively. Some players want to play characters that fight in such a way.</p><p></p><p></p><p></p><p>Skill ranks is a resource. Loss of speed is also a lost resource of sorts. And hell yes, classes meant to be mobile in combat should be able to move about safely at a lower resource cost than say a Wizard who needs to use teleportation magic. It's their specialty! (one of them, that is)</p><p></p><p></p><p></p><p>No, it makes the entire concept suicidal. If I have a 50% chance of being attacked when I tumble and attempt to hit and run an enemy, then he is getting 3 attacks for every 2 of mine. Assuming equal attack, damage, hit points, etc... He will win the fight. That's a massive disadvantage. And since you need to be in light armor to tumble at all (unless you're a dwarf or something, but heavier armor just makes the odds even worse for failing) and probably a squishy melee class for trying to do this in the first place... it probably ISN'T an equal matchup, either. Tumble with a high failure chance is a suicidal, fool-hardy tactic that is more than just "risky."</p><p></p><p></p><p></p><p>If they felt like reducing their speed for no actual benefit, I guess so. If it were me, reducing my speed for no logical reason, I wouldn't tumble up to the enemy, though. I'd moon walk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5701663, member: 35909"] I don't know what you're trying to say, exactly. So split tumble out as its own skill. Paizo's the one that felt the need to group it with other skills, it was quite fine as its own skill. I don't get a lot of their decisions. "Put spot, listen, and search all into one skill, but heal's good on its own." What's with that?! But some classes need to be able to safely move around in order to fight effectively. Some players want to play characters that fight in such a way. Skill ranks is a resource. Loss of speed is also a lost resource of sorts. And hell yes, classes meant to be mobile in combat should be able to move about safely at a lower resource cost than say a Wizard who needs to use teleportation magic. It's their specialty! (one of them, that is) No, it makes the entire concept suicidal. If I have a 50% chance of being attacked when I tumble and attempt to hit and run an enemy, then he is getting 3 attacks for every 2 of mine. Assuming equal attack, damage, hit points, etc... He will win the fight. That's a massive disadvantage. And since you need to be in light armor to tumble at all (unless you're a dwarf or something, but heavier armor just makes the odds even worse for failing) and probably a squishy melee class for trying to do this in the first place... it probably ISN'T an equal matchup, either. Tumble with a high failure chance is a suicidal, fool-hardy tactic that is more than just "risky." If they felt like reducing their speed for no actual benefit, I guess so. If it were me, reducing my speed for no logical reason, I wouldn't tumble up to the enemy, though. I'd moon walk. :) [/QUOTE]
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"Tumbling" through threatened spaces
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