Acrobatics: Difference between revisions

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* Note to GM's: These modifiers, both the ones above and below, can be used as examples for the inevitable craziness your players will get into.  How do you judge the DC of a Long Jump made from one flying ship down to the deck of another flying ship a hundred feet below?  What if the ship you are jumping from is on fire and spinning in a death dive to the ground at the time?  In an Ether Storm?  During an attack by Red Dragons?  You can work up a set of modifiers based upon these suggestions, or, far more simply, you can simply set the Difficulty of such crazy things by GM fiat to be an appropriate check for the campaign DC. (Choose between Average, Challenging, or Hard, for most cases. Easy checks are pretty simple, and Impossible checks are..pretty hard.)  Both methods work fine, and both will generally get you to a reasonable number.  We recommend the simple way, because it's faster and you're going to get more cases of players pulling off crazy-cool stuff.  And that's just fun!
* Note to GM's: These modifiers, both the ones above and below, can be used as examples for the inevitable craziness your players will get into.  How do you judge the DC of a Long Jump made from one flying ship down to the deck of another flying ship a hundred feet below?  What if the ship you are jumping from is on fire and spinning in a death dive to the ground at the time?  In an Ether Storm?  During an attack by Red Dragons?  You can work up a set of modifiers based upon these suggestions, or, far more simply, you can simply set the Difficulty of such crazy things by GM fiat to be an appropriate check for the campaign DC. (Choose between Average, Challenging, or Hard, for most cases. Easy checks are pretty simple, and Impossible checks are..pretty hard.)  Both methods work fine, and both will generally get you to a reasonable number.  We recommend the simple way, because it's faster and you're going to get more cases of players pulling off crazy-cool stuff.  And that's just fun!


'''Special:''' If you have at least 5 ranks in Acrobatics, you gain a +3 dodge bonus to AC when [[Types_of_Actions#Fighting_Defensively|fighting defensively]] instead of the usual +2, and a +6 dodge bonus to AC when taking the [[Types_of_Actions#Total_Defense|total defense]] action instead of the usual +4.
'''Special:''' If you have at least 5 ranks in Acrobatics, you gain a +3 dodge bonus to AC when [[Fighting Defensively]] instead of the usual +2, and a +6 dodge bonus to AC when taking the [[Total Defense]] action instead of the usual +4.


As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
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| Assist = No
| Assist = No


| Success = A successful acrobatics check eliminates the first 10 feet of falling damage, and converts the second 10 feet of falling damage to non-lethal damage.  If you take any lethal damage from the fall, you land prone.  However, if you are able to eliminate all lethal damage from the fall (by any means, including DR), you then land on your feet.  See [[Types_of_Movement#Falling|Falling]] for details.
| Success = A successful acrobatics check eliminates the first 10 feet of falling damage, and converts the second 10 feet of falling damage to non-lethal damage.  If you take any lethal damage from the fall, you land prone.  However, if you are able to eliminate all lethal damage from the fall (by any means, including DR), you then land on your feet.  See [[Falling]] for details.


| Failure = The damage is not reduced.
| Failure = The damage is not reduced.

Revision as of 17:28, 11 July 2017