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Switch to Forum Live View Utility Maneuvers & Overcoming the Odds
6 months ago  ::  Dec 02, 2012 - 7:11PM #11
The_Yakk
Date Joined: Jul 12, 2008
Posts: 155
Many of the above utility maneuvers are in the system as combat expertise options.

Quite often they are quite low powered as utility maneuvers (as an example, the high jump one which lets you add inches to the height you can jump, even at level 10).  Being able to semi-reliably (97% chance) jump an extra 6" up and an extra 6' over is an example of such a D&D next utility combat expertise ability at level 10 (3d10 expertise dice).  The ones that give you a bonus on attribute checks are a bit less ridiculous, especially if you take "DC 25 = demigod" as serious.  Hercules, a demigod, could single handedly wrestle a river to a new course overnight -- a 20 strength character with 3d10 expertise dice can pull off a DC 25 check (demigod level) semi-reliably.  So if a DC 25 check is really that kind of demigod scale, that provides for a whole host of non-combat utility abilities.

It being right next to a 'jump 6" higher' ability makes this questionable.
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6 months ago  ::  Dec 02, 2012 - 9:04PM #12
Chaosmancer
Date Joined: Oct 16, 2008
Posts: 429
Yea, that vault ability seems a little... "weak sauce" I beleive the term is. Most of the things it will let you jump over could either be climbed or broken through (fences, stands, ect.). While using it for long jumps is even more problematic. How often do players really risk jumping over a chasm? Is it really worth a manuever for that ability? I doubt it, especially since Mighty Exertion would do it better. (Jumping most likely being a strength check)
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6 months ago  ::  Dec 08, 2012 - 6:30AM #13
Lithmus
Date Joined: Jul 26, 2012
Posts: 114
All true.
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