First level up!

Post/Author/DateTimePost
#1

brenzil

May 03, 2009 13:32:03
Playing my rogue, I just leveled up for the first time!
I'm trying to figure out what I'm supposed to do now.
I chose a feat and a utility power. I chose two-weapon fighting for my level 2 feat and for my utility power, I chose tumble. But here's where I'm confused... what does tumble do? I know it's a move action, but how do I use it?
#2

quizzit_dup

May 03, 2009 13:37:29
Normally you can only shift 1 square as a move action. "Tumble" allows you to shift more than one square.
#3

brenzil

May 03, 2009 13:40:35
But what is shifting? I don't understand.
#4

salla

May 03, 2009 13:44:02
But what is shifting? I don't understand.

Shifting is a special kind of movement that does not provoke Opportunity Attacks. Normally, as a move action, you can shift 1 square. With Tumble, once per encounter, you can shift up to half your speed in a single move action.
#5

Pangur

May 03, 2009 13:44:26
Normally you can only shift 1 square as a move action. "Tumble" allows you to shift more than one square.

This. Which means no Opportunity Attacks for that move, which is the whole point.
#6

brenzil

May 03, 2009 13:44:44
So during battle, if I move without shifting, it lets them do some sort of special attack?
#7

PinkRose

May 03, 2009 13:45:16
1. Ask your DM.
2. Read the Player's Handbook.
3. A shift is the same a 5' step from D&D 3.0. You can shift without provoking Opportunity Attacks. So tumble allows you to move farther without provoking OAs.
#8

Furion_Thamior

May 03, 2009 13:45:40
Moving through squares adjacent to enemies can provoke Opportunity Attacks from them (you leave yourself open, so they get a free attack against you, basically) However, shifting allows you to avoid it, but you only get to move 1 square.

Tumble allows you shift more than one square, which means it's easier for you to get around an enemy safely to get Combat Advantage. Or to get past them to attack a better target, or to get around them if they've got you cornered. Lots of uses.
#9

PinkRose

May 03, 2009 13:46:49
How did you gain level 1 without having taken or even seeing an Opportunity Attack?
Be sure to read the whole section on combat in the Player's Handbook. Because you also can take Opportunity Attacks if the circumstances allow it.
#10

brenzil

May 03, 2009 13:47:21
1. Ask your DM.
2. Read the Player's Handbook.
3. A shift is the same a 5' step from D&D 3.0. You can shift without provoking Opportunity Attacks. So tumble allows you to move farther without provoking OAs.

1. I am the DM
2. I am.
3. I just started playing yesterday.
#11

Pangur

May 03, 2009 13:51:13
1. I am the DM
2. I am.
3. I just started playing yesterday.

Do what you have to do, but I would really advise against DMing and playing at the same time. If you've also just started playing and aren't all that familiar with the rules yet, I really, really, really, really advise against it. Focus on doing either of them right, not both, and that'll be more than enough for now.
#12

Kensan_Oni

May 03, 2009 14:49:24
1. Ask your DM.
2. Read the Player's Handbook.
3. A shift is the same a 5' step from D&D 3.0. You can shift without provoking Opportunity Attacks. So tumble allows you to move farther without provoking OAs.

I think it is safe to assume the OP is new to D&D, and doesn't have a clear understanding of what 3.0 is.

Otherwise, I agree with points 1 and 2, although asking for guidance isn't necessarily a bad thing.
#13

Kensan_Oni

May 03, 2009 14:57:36
1. I am the DM
2. I am.
3. I just started playing yesterday.

Well, Welcome to the world of DM'ing! It's a very rewarding position that I have found very enlightening and enjoyable over the years.

The first thing as a DM is to know the rules. You don't have to know all of them, but you should know them well enough to know how things happen and how to look things up when you have to.

This means, you need to read the rules, and especially the rules for Skills and Combat. These are the most important rules that you will need to know. While there are other rules that are moderately to very important to know, you can get by for a long time if you know those two sections of the rules.

While it may not be possible for you not to play with your friends (As a PC), as you might not have enough players, you should be aware that you need to be very careful when you do this. Players tend not to like it when you lead them around and have your character tell people what to do or when it seems your character knows everything. It is best to pretend that your character is not there unless they talk to it, or if they need a particular skill or your combat ability. Let them figure things out for themselves! It's very important you do that.

While I am sure they have answered a lot of your questions, I also highly recommend reading the first part of the DMG, which goes over on way to become a good Dungeon Master. Some of the things there may seem silly, but they are very important to know.

Good Luck, and keep the adventure alive.
#14

itarakoturo

May 03, 2009 15:10:10
Please resist the temptation to play as a PC and the DM at the same time.
#15

onceuponatime

May 03, 2009 15:46:13
Me thinks he has no group and is playing by himself...

Dude, I would find Seeker95 and in his signature he has a very help piece of advice...a list of the "mandatory" parts of the PHB to read.

EDIT:

Here it is:
Minimum essentia in reading the PHB:
1. “Three Basic Rules” on page 11 (< 1 page)
2. “Power Types and Usage” on page 54 (< 1 page)
3. “Short Rest + Extended Rest” on page Page 263 (< 1 page)
4. "Combat" Chapter 9 (31 pages)
5. "Skills" Pages 178 and 179, from “Skill Training” to “Knowledge Skills” (< 2 pages)
6. "Feats" Page 192 (1 page)
7. "Conditions" Page 277 (1 page) c/o TheBouncyPherret
Total essentia: ~38 pages.

#16

brenzil

May 03, 2009 15:53:14
How in the hell would I play by myself? Stop assuming things and try asking me something. I've been playing with 3 other people.
#17

onceuponatime

May 03, 2009 16:07:15
Plenty of people that cannot find a group yet want to learn the game play by themselves, it was not meant as a slight so chill out. You have posted two threads that you could have figured out, especially as a group.

After that...read the book.
#18

drackcove

May 03, 2009 16:51:54
Why tumble is good:

Moving while adjacent to someone is a bad idea, it provokes opprotunity attacks. This can be avoiding by the Shift action. to Shift you use a move action to move 1 square, while shifting you do not provoke opprotunity attacks. This gets you out of danger, but not very far. Tumble allows you 1/encounter move 3 squares (1/2 movement speed) shifting as a move action, allowing you to move a lot farther. This is especially useful when you are surrounded and need an escape route or need to get past someone.

example: The evil hobgoblin has got you pinned against a wall, suddenly two more goblin buddy pop up, you find your self surrounded, so you tumble between the hobgoblins legs. As you come up you throw a dagger felling the monstrous thing. This required: a move action for tumble, and a standard action attack. to make it cooler if your rogue has deft strike you can move even more with the attack.
#19

Maccwar

May 03, 2009 17:02:10
Hi there,

Welcome to the game and the forums. Tumble is very handy and allows your rogue to shift more than one square at a time. Shifting is useful as it allows you to move in squares adjacent to enemies without getting attacked with opportunity attacks.

Shifting is covered on page 292 of the Players Handbook or page 8 of the quick start rules.

Opportunity Attack is covered on page 292 of the Players Handbook or page 3 of the quick start rules.

Hope that clears it up for you.
#20

brenzil

May 03, 2009 22:08:10
Thank you, Macc.