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<blockquote data-quote="Telas" data-source="post: 2228570" data-attributes="member: 20934"><p>See other section re: Tumble. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I think Tumble is hugely powerful for a skill with a set DC. The best test to see if something is too powerful is to see how many characters in the RPGA have it. (Tumble, Spiked Chain, etc. Note: Not all RPGA players are munchkins, but IME the best examples hail from there.)</p><p></p><p></p><p>The key to getting 3.x to work is the same as for getting any system to work: <strong>have a quality DM</strong>. WotC tried to get the DM out of the equation by providing rules for everything, but they've unleashed a whole new generation of rules lawyers:</p><p></p><p>"I trip him and get my AoO as he falls. When he gets up, I'll trip and AoO him again." (Subsequently fixed to preclude this by reinterpreting Trip and AoOs while getting up.)</p><p></p><p>"What do you mean I can't long-jump over a fourty foot gap? The rules say I can!" (The world record long jump is under 30 feet, and they're not carrying any gear.)</p><p></p><p>"I'll just jump off the cliff. It's only fifty feet, and I've got 30 hit points; I should make it."</p><p></p><p>"Delay your action and wait for me to get over there, then shift five to <em>here</em>, so that we can gang up on the guard and keep him from moving. That way the rogue can get to the spell caster and keep him from casting any spells." </p><p>"No, I'll attack, and if you walk over <em>this </em>way, we can flank him without me shifting five, and I can attack now."</p><p>"But if you attack now, you won't get the bonus from flanking, and if you shift five, you're blocking him better. And it opens up a clearer path for the rogue to get to the spell caster."</p><p><em>(In six seconds, while you're fighting.)</em></p><p></p><p>Telas, Keeper of the One-Minute Combat-Action Decision Timer, and Enforcer of the Six-Second Talk Limit.</p></blockquote><p></p>
[QUOTE="Telas, post: 2228570, member: 20934"] See other section re: Tumble. ;) I think Tumble is hugely powerful for a skill with a set DC. The best test to see if something is too powerful is to see how many characters in the RPGA have it. (Tumble, Spiked Chain, etc. Note: Not all RPGA players are munchkins, but IME the best examples hail from there.) The key to getting 3.x to work is the same as for getting any system to work: [B]have a quality DM[/B]. WotC tried to get the DM out of the equation by providing rules for everything, but they've unleashed a whole new generation of rules lawyers: "I trip him and get my AoO as he falls. When he gets up, I'll trip and AoO him again." (Subsequently fixed to preclude this by reinterpreting Trip and AoOs while getting up.) "What do you mean I can't long-jump over a fourty foot gap? The rules say I can!" (The world record long jump is under 30 feet, and they're not carrying any gear.) "I'll just jump off the cliff. It's only fifty feet, and I've got 30 hit points; I should make it." "Delay your action and wait for me to get over there, then shift five to [I]here[/I], so that we can gang up on the guard and keep him from moving. That way the rogue can get to the spell caster and keep him from casting any spells." "No, I'll attack, and if you walk over [I]this [/I]way, we can flank him without me shifting five, and I can attack now." "But if you attack now, you won't get the bonus from flanking, and if you shift five, you're blocking him better. And it opens up a clearer path for the rogue to get to the spell caster." [I](In six seconds, while you're fighting.)[/I] Telas, Keeper of the One-Minute Combat-Action Decision Timer, and Enforcer of the Six-Second Talk Limit. [/QUOTE]
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