HammerJack |
There's definitely nothing you could do constantly to ensure acrobatics as an initiative skill, and attempts to do things like constantly somersault everywhere deserve to be shot down immediately. Fatigue is also justified for more absurd tactics.
I think this is a great idea for a feature in a void (because swashbucklers getting a bonus if they start the fight by ropes wing dramatically in through the window is great), that doesn't survive contact with players (who will expect a way to make it a baseline ability that's usually in effect).
shroudb |
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I think its easy for people to imagine Acrobatics where players INITIATE the initiative against known enemies that you surpise.
It's just not very clear for when you need to use "What is your Exploration Activity that would trigger Acrobatics as initiative versus unknown enemies?"
I don't think there's a need for one though?
I mean, Panache is supposed to be the boost you get from your flamboyant, over the top, risky, actions. Not something you have permanently "on" as you walk from point A to point B.
Rysky |
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Arguably this won't happen often if the party is surprised, but in every occasion that the PCs can in any way prepare for the coming fight, you declare that you're going to dangle from the chandelier.
Now we need a create chandelier spell...
Or play a Catfolk and jump with fright when you’re surprised.
Puna'chong |
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I think it's easy to justify, personally. I had a player during combat with a villain say he wanted to try to convince the villain that they were there to join him, not fight. The other characters said they'd give him a shot, but if he moved funny they'd attack. I let this player roll Deception while everyone else did a regular Perception roll
If a Swashbuckler wanted to, say, start their turn by leaping into action I'd regularly allow them to do an Acrobatics check for initiative provided they started their turn with a tumble or a long jump or whatever in circumstances where they can't leap from a platform or swing from a chandelier. I think the initiative rules are fluid enough for that
Of course if it doesn't make sense then it doesn't make sense. But I'm all about letting players explain alternatives to me to use a different skill for initiative
Quietpaw |
I need more help with this topic too. I am DM'ing a group and already find it hard to accommodate the Rogue getting Stealth initiatives in any situation except coming out of Exploration mode where he used Avoid Notice. I can't see these situations ever coming up for swashbucklers in an ambush or surprise combat, only in situations where the PCs have an opportunity to react before initiative kicks off. Am I doing it wrong? Alternative initiatives in general could really use more examples and support from the designers! I'd love to see a blog post about it!
Edit: quick note that I do see how deception, intimidate, etc work when a social situation turns into combat. They just don't happen as much as standard dungeon crawl type combats, at least with my PCs. Maybe the players need to do things like rush into the next room shouting intimidatingly? :)
Bandw2 |
If a Swashbuckler wanted to, say, start their turn by leaping into action I'd regularly allow them to do an Acrobatics check for initiative provided they started their turn with a tumble or a long jump or whatever in circumstances where they can't leap from a platform or swing from a chandelier. I think the initiative rules are fluid enough for that
long jumps are athletics though. arcobatics handles balancing, tumbling, flying and squeeze. have them do something cooler than just jumping at the start of combat.
I can't wait for someone to try to start combat by crawling through a fireplace.
PossibleCabbage |
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I think it would help if whatever Swashbuckler Style you choose it reads “you may roll (skill) for initiative.”
I think the "if you roll [skill] for initiative, gain panache" is not intended to be a thing you rely on, but instead to represent "if your character acts with panache, they gain panache."
Like if you didn't gain panache when you initiated combat by swinging on a rope through a window, that would feel wrong. But we're not going to just leave ropes and windows everywhere.
Feros |
LizardMage wrote:I think it would help if whatever Swashbuckler Style you choose it reads “you may roll (skill) for initiative.”I think the "if you roll [skill] for initiative, gain panache" is not intended to be a thing you rely on, but instead to represent "if your character acts with panache, they gain panache."
Like if you didn't gain panache when you initiated combat by swinging on a rope through a window, that would feel wrong. But we're not going to just leave ropes and windows everywhere.
Hey! It's a legitimate strategy! :)