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Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="Oofta" data-source="post: 7714687" data-attributes="member: 6801845"><p>Not specifically acrobatics related, but something that happened our last game.</p><p></p><p>The PCs were fighting a dragon. The barbarian had climbed a tower the previous round and the dragon had attacked other characters on the ground, ending it's flight close enough that the barbarian could leap on it's back (it was a young, stupid dragon that didn't know the barbarian had boots of springing and striding).</p><p></p><p>So I decided landing on the back of a flying dragon was not simple so I called for two athletics checks, one to leap onto the back of the dragon and land on it's neck the other to try to hold on (wrap her legs around it's neck). I decided to treat the first as a stunt during her movement, the second check as a grapple attack and she still had one action to swing her axe.</p><p></p><p>On the dragon's round he did a barrel roll as part of his movement to try to get the barbarian off (it didn't work) but I had her make another athletics check to hold on. I thought about having the dragon try to grapple the barbarian (to throw her off), but decided instead to just attack her because his breath weapon recharged.</p><p></p><p>It was a lot of fun, and very cinematic. </p><p></p><p>But according to [MENTION=22779]Hussar[/MENTION], the only thing she could have done was one athletics check per action. I don't see any support for that in the rules. I'm probably stretching the grapple a little bit, but she didn't ask "Can I jump on the dragon, grab it's wings and stop it from flying". </p><p></p><p>Like others, my concern is that if we start hard coding skills with specific results these types of things won't happen as often. It's very similar to how they handle stealth. They could have come up with very concrete rules, but chose to do more vague and give the DM a lot of leeway. That encourages me to reward my players for having their characters do creative things like hanging off the ceiling to hide from the guards entering the room even though there's technically line of sight.</p><p></p><p>The more skills with non-combat uses are "hard coded" the less creative the game gets.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7714687, member: 6801845"] Not specifically acrobatics related, but something that happened our last game. The PCs were fighting a dragon. The barbarian had climbed a tower the previous round and the dragon had attacked other characters on the ground, ending it's flight close enough that the barbarian could leap on it's back (it was a young, stupid dragon that didn't know the barbarian had boots of springing and striding). So I decided landing on the back of a flying dragon was not simple so I called for two athletics checks, one to leap onto the back of the dragon and land on it's neck the other to try to hold on (wrap her legs around it's neck). I decided to treat the first as a stunt during her movement, the second check as a grapple attack and she still had one action to swing her axe. On the dragon's round he did a barrel roll as part of his movement to try to get the barbarian off (it didn't work) but I had her make another athletics check to hold on. I thought about having the dragon try to grapple the barbarian (to throw her off), but decided instead to just attack her because his breath weapon recharged. It was a lot of fun, and very cinematic. But according to [MENTION=22779]Hussar[/MENTION], the only thing she could have done was one athletics check per action. I don't see any support for that in the rules. I'm probably stretching the grapple a little bit, but she didn't ask "Can I jump on the dragon, grab it's wings and stop it from flying". Like others, my concern is that if we start hard coding skills with specific results these types of things won't happen as often. It's very similar to how they handle stealth. They could have come up with very concrete rules, but chose to do more vague and give the DM a lot of leeway. That encourages me to reward my players for having their characters do creative things like hanging off the ceiling to hide from the guards entering the room even though there's technically line of sight. The more skills with non-combat uses are "hard coded" the less creative the game gets. [/QUOTE]
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