Tumble
Tumble
I always thought that a thief knows when things are too hard to him or that he could able to flee a combat for strike again from the shadows, this skill would reflect that.
Since there are feats that improve the chances of don't being hurt in a combat like evasion or dodge this skill would gave improved possibilities of fleeing a combat in the direction you chosen.
Example: tumble east
Since there are feats that improve the chances of don't being hurt in a combat like evasion or dodge this skill would gave improved possibilities of fleeing a combat in the direction you chosen.
Example: tumble east
Yes....
And stylish ways of running screaming like a ninny from a combat one gets in too deep on! Tha'd be really fun actually.
And stylish ways of running screaming like a ninny from a combat one gets in too deep on! Tha'd be really fun actually.
Confusion heard his voice, and wild uproar Stood ruled, stood vast infinitude confined;
Till at his second bidding darkness fled, Light shone, and order from disorder sprung.
--John Milton
Till at his second bidding darkness fled, Light shone, and order from disorder sprung.
--John Milton
Does anyone think that this would be a valid adaptation of this skill to the mud?
In PnP you would use this skill to move away from "hot zones", without making attack of opportunity checks, since there are not positions in the mud, I think that this could be the most valid adaptation, since you get out of trouble.
The other idea that I had in mind for this skill, but I don't know if it is possible, it is the following: you step away from the enemy, and your enemy attacks other member of your group if present.
In PnP you would use this skill to move away from "hot zones", without making attack of opportunity checks, since there are not positions in the mud, I think that this could be the most valid adaptation, since you get out of trouble.
The other idea that I had in mind for this skill, but I don't know if it is possible, it is the following: you step away from the enemy, and your enemy attacks other member of your group if present.
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
I like this idea.
Tumble would actually be more or less like Flee, but it would succeed perhaps more often, and not incur any loss of experience.
I would just add a restriction that it should not let characters bypass programs. For example, if a mobile prevents people from going north, people shouldn't be able to just tumble past them. ICly, there are some cases where that would be nice, but I can also think of several cases where it would break quests and lead to unIC situations (like the guards not chasing and so on).
If we add that to thieves, remove backstab and circle stab, and put in sneak attacks... we get a nice class.
Tumble would actually be more or less like Flee, but it would succeed perhaps more often, and not incur any loss of experience.
I would just add a restriction that it should not let characters bypass programs. For example, if a mobile prevents people from going north, people shouldn't be able to just tumble past them. ICly, there are some cases where that would be nice, but I can also think of several cases where it would break quests and lead to unIC situations (like the guards not chasing and so on).
If we add that to thieves, remove backstab and circle stab, and put in sneak attacks... we get a nice class.
- Alvirin
- Sword Grand Master
- Posts: 255
- Joined: Mon Jun 04, 2007 7:20 pm
- Location: Streets of Waterdeep / On the road
I have a suggestion for the tumble skill that could make it quite interesting, working in a way similar to rescue; if you are in a group with bob the armored fighter and you type tumble bob, if successful, all the enemies that are attacking you attack bob instead.
Combined with sneak attack could make the life of thieves more interesting.
Combined with sneak attack could make the life of thieves more interesting.
Plus add:Dalvyn wrote:I like this idea.
Tumble would actually be more or less like Flee, but it would succeed perhaps more often, and not incur any loss of experience.
I would just add a restriction that it should not let characters bypass programs. For example, if a mobile prevents people from going north, people shouldn't be able to just tumble past them. ICly, there are some cases where that would be nice, but I can also think of several cases where it would break quests and lead to unIC situations (like the guards not chasing and so on).
If we add that to thieves, remove backstab and circle stab, and put in sneak attacks... we get a nice class.
Greater Backstab, which would use a d8 for sneak attack dice instead of d6.
And yes, reverse rescue which could use the tumble skill for it's success chance. There is actually a skill on other code called divert, which is essentially the idea, you divert <target> with someone in your group, and that person then takes over your attacks, as if they rescued you...
This, of course, opening the opportunity for you to flank your once opponents and use your sneak attack dice...
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki