Acrobatics: how do you play it?

Post/Author/DateTimePost
#1

elricofgrans

Nov 03, 2009 0:51:12

I am sure this has been asked before, but the new search once again proves pretty useless.


The rules for acrobatics are quite open, obviously inviting the players to use their imagination, but then what is a DM to do?  I was wondering how people play acrobatics in their own groups.  I plan to get an idea of the concensus of how to use the skill and take it to my DM (and use it myself when I start DMing).

#2

Shiftkitty

Nov 03, 2009 8:50:42

I'm not sure what the issue is. Do you mean when to call for an acrobatics check?

#3

xii

Nov 03, 2009 12:42:56

Well, balance and other acrobatics feats aside...


We've used it for everything from wall kicking over foes in a hallway to get a flank to attempting to jump through a small window in a sort of glorious combat roll style (it didn't work =( )


Keep in mind that the DMs job is to facilitate the players... not to say no... Sometimes thats what it comes to but if the players want to do something cool - find a way to let them... it may not be very easy, but give them a chance of pulling it off and everyone will have more fun. Acrobatics is a perfect skill to illustrate 'cool factor' overturning rules.

#4

Shiftkitty

Nov 03, 2009 13:12:04

What do they call that oriental running up the walls stuff? 'Wuxia'? I know it by "wire-fu", and this weekend I finally had a player use it. She sprang left to right up a pair of pillars to get a line of sight to a bad guy who was trying to hide in the panicking crowd. (Got the hit, but didn't make the kill.)

#5

PrimeSonic

Nov 05, 2009 6:03:44

Well, for clearing height or distance we obviously use Athletics, though not necessarily by the book. Now, for us, once you're in the air, everything else is left to Acrobatics to decide how it ends. But yeah, in the end, unless you're swinging from chandeliers all the time, it doesn't see much use.

#6

DanTracker

Nov 05, 2009 7:41:52

i tried using acrobatics in order to use a bed as a springboard. the DM had drawn the locations of the beds in a sorta barracks style fashion. i had my character stuck on the far side of the beds. they had been identified as difficult terrain and i wanted to charge.


so, i asked if i could jump on the bed as a springboard and jump-charge into battle. the DM said that was fine, set a modest DC and i rolled a 1. the bed broke under my weight and i was prone on top of the broken bed frame.


despite the failure, it was pretty fun to try.

#7

HentaiZonga

Nov 29, 2009 6:43:20
I've specifically codified certain things that my players can do with an Acrobatics check:

1) You can attempt to shift further than one square, and can move through enemies' squares while doing so.
SYSTEM (Move action):
Declare the square you're attempting to move to (up to your full movement away), then roll Acrobatics. The DC is either 10x the number of squares moved through, or the highest Reflex defense of any creature you would provoke an opportunity attack from - whichever is higher. If you succeed, you shift to your target square. If you fail, you provoke attacks of opportunity as normal, and your movement stops before you would pass through any enemy-occupied square.

2) You can attempt to grab onto a ledge, wall, or other surface at the end of an Athletics 'jump' movement, effectively extending your jump height by 2 squares, or length by 1 square.
SYSTEM (Standard action):
First, use your Move action to make your Athletics check for your jump. If your final jump destination is adjacent to a ledge, railing, or other surface, you may immediately spend a Standard action to make an Acrobatics check to grab hold. The DC is 15, +2 per square moved through during the Jump. If you succeed, you lose the remainder of your movement, but do not fall prone.

#8

Damon_Tor

Nov 29, 2009 22:07:40
If a player wants to make an attack during a jump I require an acrobtics check.  DC is 20, the difference between the check and the DC is a penalty to the attack.
#9

pukunui

Nov 30, 2009 21:59:53
I've specifically codified certain things that my players can do with an Acrobatics check:

When I was DMing I made it clear that one could still Tumble with a DC 15 Acrobatics check. The new GM has kept that rule in place but people still get hung up on the fact that the rogue has a power called Tumble. They keep thinking that means they can't tumble, despite my explanation that the name is just fluff and that the power just gives the rogue an auto-success once per encounter.